Merge remote-tracking branch 'origin/master' into PlayerMovement
This commit is contained in:
@@ -0,0 +1,134 @@
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#include "Rendering/DrawBloomPass.h"
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DrawBloomPass::DrawBloomPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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InitializeTextures();
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InitializeBuffers();
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InitializeShaderPrograms();
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}
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void DrawBloomPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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void DrawBloomPass::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->Link();
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->Link();
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}
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void DrawBloomPass::InitializeBuffers()
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{
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_horiz.Generate();
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_vert.Generate();
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}
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void DrawBloomPass::ClearBuffer()
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{
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m_GaussianFrameBuffer_horiz.Bind();
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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_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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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_GaussianFrameBuffer_vert.Unbind();
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}
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void DrawBloomPass::Draw(GLuint texture)
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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DrawBloomPassState state;
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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}
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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}
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void DrawBloomPass::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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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
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}
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@@ -0,0 +1,15 @@
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#include "Rendering/DrawBloomPassState.h"
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DrawBloomPassState::DrawBloomPassState()
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{
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//BindFramebuffer(0);
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Disable(GL_BLEND);
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Disable(GL_DEPTH_TEST);
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Disable(GL_CULL_FACE);
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}
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DrawBloomPassState::~DrawBloomPassState()
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{
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}
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@@ -0,0 +1,41 @@
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#include "Rendering/DrawColorCorrectionPass.h"
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DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_Exposure = 1; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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}
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void DrawColorCorrectionPass::InitializeShaderPrograms()
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{
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m_ColorCorrectionProgram = ResourceManager::Load<ShaderProgram>("#ColorCorrectionProgram");
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m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawColorCorrection.vert.glsl")));
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m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawColorCorrection.frag.glsl")));
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m_ColorCorrectionProgram->Compile();
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m_ColorCorrectionProgram->Link();
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}
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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DrawScreenQuadPassState state = DrawScreenQuadPassState();
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m_ColorCorrectionProgram->Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), m_Exposure);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sceneTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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}
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@@ -6,11 +6,31 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
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m_LightCullingPass = lightCullingPass;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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}
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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
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}
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void DrawFinalPass::InitializeFrameBuffers()
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_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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}
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void DrawFinalPass::InitializeShaderPrograms()
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@@ -19,6 +39,8 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ForwardPlusProgram->Compile();
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m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusProgram->Link();
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}
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@@ -26,7 +48,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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DrawFinalPassState state;
|
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
|
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m_ForwardPlusProgram->Bind();
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GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
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@@ -51,13 +73,20 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
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|
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glActiveTexture(GL_TEXTURE0);
|
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if(modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
|
||||
/*if(modelJob->GlowMap != nullptr) {
|
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glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
|
||||
} else {
|
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}*/
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -66,6 +95,42 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
m_FinalPassFrameBuffer.Unbind();
|
||||
GLERROR("DrawFinalPass::Draw: END");
|
||||
|
||||
delete state;
|
||||
}
|
||||
|
||||
|
||||
void DrawFinalPass::ClearBuffer()
|
||||
{
|
||||
m_FinalPassFrameBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_FinalPassFrameBuffer.Unbind();
|
||||
}
|
||||
|
||||
void DrawFinalPass::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");
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
#include "Rendering/DrawFinalPassState.h"
|
||||
|
||||
|
||||
DrawFinalPassState::DrawFinalPassState()
|
||||
DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
||||
{
|
||||
BindFramebuffer(0);
|
||||
BindFramebuffer(frameBuffer);
|
||||
Enable(GL_BLEND);
|
||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f));
|
||||
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
DrawFinalPassState::~DrawFinalPassState()
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
#include "Rendering/DrawScreenQuadPass.h"
|
||||
|
||||
DrawScreenQuadPass::DrawScreenQuadPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
void DrawScreenQuadPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_DrawQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
|
||||
m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawQuadProgram->Compile();
|
||||
m_DrawQuadProgram->Link();
|
||||
}
|
||||
|
||||
void DrawScreenQuadPass::Draw(GLuint texture)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("DrawScreenQuadPass::Draw: Pre");
|
||||
|
||||
DrawScreenQuadPassState state = DrawScreenQuadPassState();
|
||||
m_DrawQuadProgram->Bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#include "Rendering/DrawScreenQuadPassState.h"
|
||||
|
||||
|
||||
DrawScreenQuadPassState::DrawScreenQuadPassState()
|
||||
{
|
||||
GLERROR("---");
|
||||
BindFramebuffer(0);
|
||||
GLERROR("---");
|
||||
Disable(GL_DEPTH_TEST);
|
||||
Disable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
ClearColor(glm::vec4(0.f));
|
||||
}
|
||||
|
||||
DrawScreenQuadPassState::~DrawScreenQuadPassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -55,8 +55,9 @@ void FrameBuffer::Generate()
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||
if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
|
||||
(*it)->m_Attachment != GL_COLOR_ATTACHMENT1 ||
|
||||
(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
|
||||
(*it)->m_Attachment != GL_STENCIL_ATTACHMENT)
|
||||
(*it)->m_Attachment != GL_STENCIL_ATTACHMENT) //TODO: Viktor: Fixa detta
|
||||
{
|
||||
LOG_ERROR("RenderBuffer Attachment not valid.");
|
||||
}
|
||||
@@ -69,10 +70,8 @@ void FrameBuffer::Generate()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLenum* bufferTextures = &attachments[0];
|
||||
glDrawBuffers(1, bufferTextures);
|
||||
glDrawBuffers(attachments.size(), bufferTextures);
|
||||
|
||||
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
|
||||
|
||||
@@ -54,52 +54,49 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
m_Camera = scene.Camera;
|
||||
|
||||
m_Camera = scene.Camera;
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
if (modelJob) {
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1]++;
|
||||
} else {
|
||||
} else {
|
||||
m_ColorCounter[0]++;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
|
||||
delete state;
|
||||
}
|
||||
|
||||
|
||||
@@ -9,8 +9,8 @@ void Renderer::Initialize()
|
||||
glfwSwapInterval(m_VSYNC);
|
||||
InitializeShaders();
|
||||
InitializeTextures();
|
||||
m_TextRenderer = new TextRenderer();
|
||||
m_TextRenderer->Initialize();
|
||||
m_TextPass = new TextPass();
|
||||
m_TextPass->Initialize();
|
||||
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
@@ -63,12 +63,6 @@ void Renderer::InitializeWindow()
|
||||
void Renderer::InitializeShaders()
|
||||
{
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
||||
|
||||
m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram->Compile();
|
||||
m_DrawScreenQuadProgram->Link();
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -80,16 +74,22 @@ void Renderer::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<Renderer>();
|
||||
InputUpdate(dt);
|
||||
m_TextRenderer->Update();
|
||||
m_TextPass->Update();
|
||||
m_ImGuiRenderPass->Update(dt);
|
||||
}
|
||||
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking");
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//Clear other buffers
|
||||
m_PickingPass->ClearPicking();
|
||||
m_DrawFinalPass->ClearBuffer();
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
SortRenderJobsByDepth(*scene);
|
||||
@@ -98,14 +98,28 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
//m_DrawScenePass->Draw(rq);
|
||||
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
|
||||
m_TextRenderer->Draw(*scene);
|
||||
m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
|
||||
|
||||
}
|
||||
|
||||
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
if(m_DebugTextureToDraw == 0) {
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 1) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 2) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 3) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 4) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
|
||||
m_ImGuiRenderPass->Draw();
|
||||
glfwSwapBuffers(m_Window);
|
||||
@@ -116,27 +130,6 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
return m_PickingPass->Pick(screenCoord);
|
||||
}
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_DrawScreenQuadProgram->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textureToDraw);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
}
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
@@ -167,4 +160,7 @@ void Renderer::InitializeRenderPasses()
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "Rendering/TextRenderer.h"
|
||||
#include "Rendering/TextPass.h"
|
||||
|
||||
TextRenderer::TextRenderer()
|
||||
TextPass::TextPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TextRenderer::Initialize()
|
||||
void TextPass::Initialize()
|
||||
{
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
@@ -21,16 +21,20 @@ void TextRenderer::Initialize()
|
||||
m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
|
||||
m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
|
||||
m_TextProgram->Compile();
|
||||
m_TextProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_TextProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_TextProgram->Link();
|
||||
}
|
||||
|
||||
void TextRenderer::Update()
|
||||
void TextPass::Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TextRenderer::Draw(RenderScene& scene)
|
||||
void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
|
||||
{
|
||||
GLERROR("Derp1");
|
||||
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
|
||||
for (auto &job : scene.TextJobs) {
|
||||
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
|
||||
if (textJob) {
|
||||
@@ -38,13 +42,15 @@ void TextRenderer::Draw(RenderScene& scene)
|
||||
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
|
||||
}
|
||||
}
|
||||
GLERROR("Derp2");
|
||||
delete state;
|
||||
}
|
||||
|
||||
void TextRenderer::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
|
||||
void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
|
||||
{
|
||||
GLfloat penX = 0;
|
||||
GLfloat penY = 0;
|
||||
float scale = 1.0/font->FontSize;
|
||||
GLfloat scale = 1.0/font->FontSize;
|
||||
|
||||
GLfloat stringWidth = 0.f;
|
||||
|
||||
@@ -61,13 +67,10 @@ void TextRenderer::renderText(std::string text, Font* font, TextJob::AlignmentEn
|
||||
penX = 0;
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
||||
m_TextProgram->Bind();
|
||||
glUniform3f(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), color.x, color.y, color.z);
|
||||
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
|
||||
@@ -0,0 +1,16 @@
|
||||
#include "Rendering/TextPassState.h"
|
||||
|
||||
|
||||
TextPassState::TextPassState(GLuint frameBuffer)
|
||||
{
|
||||
BindFramebuffer(frameBuffer);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
TextPassState::~TextPassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
|
||||
Reference in New Issue
Block a user