Some merge fixes, needs more work

This commit is contained in:
viktorljung
2015-12-18 15:28:44 +01:00
parent aeca1dec18
commit bd82f75dd0
9 changed files with 36 additions and 168 deletions
+1 -1
Submodule assets updated: 6b5749627c...c8e631f449
+11
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@@ -20,6 +20,15 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
virtual void Initialize() = 0;
virtual void Update(double dt) = 0;
virtual void Draw(RenderQueueCollection& rq) = 0;
@@ -31,6 +40,8 @@ protected:
int m_GLVersion[2];
std::string m_GLVendor;
GLFWwindow* m_Window = nullptr;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
};
#endif // Renderer_h__
+2
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@@ -8,6 +8,7 @@
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/Entity.h"
#include "Camera.h"
class Model;
class Skeleton;
@@ -168,6 +169,7 @@ struct RenderQueueCollection
{
RenderQueue Forward;
RenderQueue Lights;
Camera* Camera;
void Clear()
{
+2
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@@ -10,6 +10,7 @@
#include "Model.h"
#include "../Core/EKeyDown.h"
#include "../Input/EInputCommand.h"
#include "Camera.h"
class RenderSystem : public ImpureSystem
{
@@ -27,6 +28,7 @@ public:
private:
RenderQueueCollection* m_RenderQueues;
bool m_SwitchCamera = false;
Camera* m_Camera = nullptr;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera &event);
+1 -60
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@@ -12,23 +12,10 @@
#include "../Core/World.h"
#include "PickingPass.h"
#include "DrawScenePass.h"
#define TILE_SIZE 16
#define NUM_LIGHTS 3
enum lightType
{
Point,
Spot,
Directional,
Area
};
#include "../Core/EventBroker.h"
#include "EPicking.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
class Renderer : public IRenderer
{
@@ -69,56 +56,10 @@ private:
//void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw);
//----------------------Forward+-----------------------//
void CalculateFrustum();
void CullLights();
//Frustum
struct Plane {
glm::vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
//Lights
void TEMPCreateLights();
//TODO: Renderer: Add Directionllights, spotlights and area lights to this as type.
struct PointLight {
glm::vec4 Position = glm::vec4(0.f);
glm::vec4 Color = glm::vec4(1.f);
float Radius = 5.f;
float Intensity = 0.8f;
float Falloff = 0.3f;
float Padding = 1337;
};
PointLight m_PointLights[NUM_LIGHTS];
struct LightGrid {
int Amount;
int Start;
glm::vec2 Padding;
};
LightGrid m_LightGrid[80*45];
int m_LightOffset = 0;
int m_LightIndex[80*45*200];
//-------------------------SSBO------------------------//
GLuint m_FrustumSSBO = 0;
GLuint m_LightSSBO = 1;
GLuint m_LightGridSSBO = 2;
GLuint m_LightOffsetSSBO = 3;
GLuint m_LightIndexSSBO = 4;
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_DrawScreenQuadProgram;
ShaderProgram* m_CalculateFrustumProgram;
ShaderProgram* m_LightCullProgram;
};
+6 -6
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@@ -114,7 +114,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
EntityID parent = m_World->GetParent(m_Selection);
glm::quat inverseParentOrientation;
if (parent != 0) {
inverseParentOrientation = glm::inverse(RenderQueueFactory::AbsoluteOrientation(m_World, parent));
inverseParentOrientation = glm::inverse(RenderSystem::AbsoluteOrientation(m_World, parent));
}
(glm::vec3&)m_World->GetComponent(m_Selection, "Transform")["Position"] += inverseParentOrientation * movement;
} else if (m_WidgetSpace == WidgetSpace::Local) {
@@ -130,7 +130,7 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
EntityID parent = m_World->GetParent(m_Selection);
glm::quat parentOrientation;
if (parent != 0) {
parentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, parent);
parentOrientation = RenderSystem::AbsoluteOrientation(m_World, parent);
}
glm::vec3& selectionOrientation = m_World->GetComponent(m_Selection, "Transform")["Orientation"];
//glm::quat currentOrientation = RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection);
@@ -235,10 +235,10 @@ void EditorSystem::updateWidget()
if (m_Selection != 0) {
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
glm::vec3 selectionPosition = RenderQueueFactory::AbsolutePosition(m_World, m_Selection);
glm::vec3 selectionPosition = RenderSystem::AbsolutePosition(m_World, m_Selection);
widgetTransform["Position"] = selectionPosition;
if (m_WidgetSpace == WidgetSpace::Local) {
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
widgetTransform["Orientation"] = glm::eulerAngles(RenderSystem::AbsoluteOrientation(m_World, m_Selection));
}
}
}
@@ -264,7 +264,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
if (m_Selection != 0) {
if (m_WidgetSpace == WidgetSpace::Local) {
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
widgetTransform["Orientation"] = glm::eulerAngles(RenderSystem::AbsoluteOrientation(m_World, m_Selection));
}
}
} else if (newMode == WidgetMode::Scale) {
@@ -285,7 +285,7 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
if (m_Selection != 0) {
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
if (m_WidgetSpace == WidgetSpace::Local) {
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
widgetTransform["Orientation"] = glm::eulerAngles(RenderSystem::AbsoluteOrientation(m_World, m_Selection));
}
}
}
+2
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@@ -8,6 +8,8 @@ RenderSystem::RenderSystem(EventBroker* eventBrokerer, RenderQueueCollection* re
Initialize();
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
}
+9 -100
View File
@@ -5,20 +5,26 @@ void Renderer::Initialize()
{
InitializeWindow();
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");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
// Create default camera
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;
}
}
void Renderer::InitializeWindow()
@@ -70,16 +76,6 @@ 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)
@@ -98,7 +94,6 @@ void Renderer::Draw(RenderQueueCollection& rq)
{
m_PickingPass->Draw(rq);
//DrawScreenQuad(m_PickingPass->PickingTexture());
//CullLights();
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
@@ -147,94 +142,8 @@ 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);
}
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");
}
+2 -1
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@@ -14,7 +14,6 @@ Game::Game(int argc, char* argv[])
// Create the core event broker
m_EventBroker = new EventBroker();
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker, m_World);
@@ -48,6 +47,8 @@ Game::Game(int argc, char* argv[])
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
m_RenderQueues = new RenderQueueCollection();
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();