Revert "Forward+"

This commit is contained in:
2016-01-11 13:48:55 +01:00
parent dc7ed2e0ba
commit b908a9f9c6
26 changed files with 271 additions and 779 deletions
+135 -9
View File
@@ -4,17 +4,20 @@ void Renderer::Initialize()
{
InitializeWindow();
// Create default camera
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(90.0f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 1, 10));
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera;
}
m_DebugCameraInputController = std::make_shared<DebugCameraInputController<Renderer>>(m_EventBroker, -1);
TEMPCreateLights();
InitializeRenderPasses();
glfwSwapInterval(m_VSYNC);
InitializeShaders();
InitializeTextures();
InitializeSSBOs();
//CalculateFrustum();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
@@ -72,10 +75,49 @@ void Renderer::InitializeShaders()
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
m_DrawScreenQuadProgram->Compile();
m_DrawScreenQuadProgram->Link();
//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
//m_CalculateFrustumProgram.Compile();
//m_CalculateFrustumProgram.Link();
//m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
//m_LightCullProgram.Compile();
//m_LightCullProgram.Link();
}
void Renderer::InputUpdate(double dt)
{
glm::vec3 m_Position = m_Camera->Position();
if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS)
{
m_Position = glm::vec3(0.f, 0.f, 5.f);
}
if (glfwGetKey(m_Window, GLFW_KEY_W) == GLFW_PRESS)
{
m_Position += m_Camera->Forward() * m_CameraMoveSpeed * (float)dt;
}
if (glfwGetKey(m_Window, GLFW_KEY_S) == GLFW_PRESS)
{
m_Position -= m_Camera->Forward() * m_CameraMoveSpeed * (float)dt;
}
if (glfwGetKey(m_Window, GLFW_KEY_D) == GLFW_PRESS)
{
m_Position += m_Camera->Right() * m_CameraMoveSpeed * (float)dt;
}
if (glfwGetKey(m_Window, GLFW_KEY_A) == GLFW_PRESS)
{
m_Position -= m_Camera->Right() * m_CameraMoveSpeed * (float)dt;
}
if (glfwGetKey(m_Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
m_CameraMoveSpeed = 5.f;
}
else {
m_CameraMoveSpeed = 0.5f;
}
m_DebugCameraInputController->Update(dt);
m_Camera->SetOrientation(m_DebugCameraInputController->Orientation());
m_Camera->SetPosition(m_DebugCameraInputController->Position());
@@ -92,12 +134,11 @@ void Renderer::Draw(RenderQueueCollection& rq)
{
m_PickingPass->Draw(rq);
//DrawScreenQuad(m_PickingPass->PickingTexture());
m_LightCullingPass->FillLightList(rq);
m_LightCullingPass->CullLights();
//CullLights();
//m_DrawScenePass->Draw(rq);
m_DrawFinalPass->Draw(rq);
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
m_DrawScenePass->Draw(rq);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
m_ImGuiRenderPass->Draw();
glfwSwapBuffers(m_Window);
@@ -142,10 +183,95 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
GLERROR("Texture initialization failed");
}
void Renderer::InitializeSSBOs()
{
printf("Size: %i\n", sizeof(m_Frustums));
glGenBuffers(1, &m_FrustumSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_FrustumSSBO");
glGenBuffers(1, &m_LightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightSSBO");
glGenBuffers(1, &m_LightGridSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightGridSSBO");
glGenBuffers(1, &m_LightOffsetSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightOffsetSSBO");
glGenBuffers(1, &m_LightIndexSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightIndexSSBO");
}
void Renderer::InitializeRenderPasses()
{
m_DrawScenePass = new DrawScenePass(this);
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
}
}
void Renderer::CalculateFrustum()
{
GLERROR("CalculateFrustum Error-1");
m_CalculateFrustumProgram->Bind();
GLERROR("CalculateFrustum Error1");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
GLERROR("CalculateFrustum Error2");
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
GLERROR("CalculateFrustum Error3");
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
GLERROR("CalculateFrustum Error4");
glDispatchCompute(5, 3, 1);
GLERROR("CalculateFrustum Error5");
}
void Renderer::TEMPCreateLights()
{
for (int i = 0; i < NUM_LIGHTS; i++) {
m_PointLights[i].Position = glm::vec4(i, 0.f, 0.f, 0.f);
m_PointLights[i].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
}
}
void Renderer::CullLights()
{
m_LightCullProgram->Bind();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
GLERROR("CullLights Error");
}