Merge remote-tracking branch 'origin/master' into EditorUsefulness

# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
This commit is contained in:
2016-02-01 15:49:23 +01:00
18 changed files with 552 additions and 194 deletions
+9
View File
@@ -30,9 +30,18 @@ public:
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const; void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(std::shared_ptr<ModelJob>& job);
Texture* m_WhiteTexture; Texture* m_WhiteTexture;
Texture* m_BlackTexture; Texture* m_BlackTexture;
Texture* m_NeutralNormalTexture;
Texture* m_GreyTexture;
FrameBuffer m_FinalPassFrameBuffer; FrameBuffer m_FinalPassFrameBuffer;
GLuint m_BloomTexture; GLuint m_BloomTexture;
+20 -5
View File
@@ -22,10 +22,26 @@ struct ModelJob : RenderJob
{ {
Model = model; Model = model;
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0; TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
DiffuseTexture = matGroup.Texture.get(); if (modelComponent["DiffuseTexture"]) {
NormalTexture = matGroup.NormalMap.get(); DiffuseTexture = matGroup.Texture.get();
SpecularTexture = matGroup.SpecularMap.get(); } else {
IncandescenceTexture = matGroup.IncandescenceMap.get(); DiffuseTexture = nullptr;
}
if (modelComponent["NormalMap"]) {
NormalTexture = matGroup.NormalMap.get();
} else {
NormalTexture = nullptr;
}
if (modelComponent["SpecularMap"]) {
SpecularTexture = matGroup.SpecularMap.get();
} else {
SpecularTexture = nullptr;
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture = matGroup.IncandescenceMap.get();
} else {
IncandescenceTexture = nullptr;
}
DiffuseColor = matGroup.DiffuseColor; DiffuseColor = matGroup.DiffuseColor;
SpecularColor = matGroup.SpecularColor; SpecularColor = matGroup.SpecularColor;
IncandescenceColor = matGroup.IncandescenceColor; IncandescenceColor = matGroup.IncandescenceColor;
@@ -39,7 +55,6 @@ struct ModelJob : RenderJob
Depth = worldpos.z; Depth = worldpos.z;
World = world; World = world;
FillColor = fillColor; FillColor = fillColor;
FillPercentage = fillPercentage; FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton; Skeleton = Model->m_RawModel->m_Skeleton;
+4 -2
View File
@@ -19,7 +19,8 @@
struct RenderScene struct RenderScene
{ {
::Camera* Camera = nullptr; ::Camera* Camera = nullptr;
std::list<std::shared_ptr<RenderJob>> ForwardJobs; std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> PointLightJobs; std::list<std::shared_ptr<RenderJob>> PointLightJobs;
std::list<std::shared_ptr<RenderJob>> TextJobs; std::list<std::shared_ptr<RenderJob>> TextJobs;
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs; std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
@@ -28,7 +29,8 @@ struct RenderScene
void Clear() void Clear()
{ {
ForwardJobs.clear(); OpaqueObjects.clear();
TransparentObjects.clear();
PointLightJobs.clear(); PointLightJobs.clear();
TextJobs.clear(); TextJobs.clear();
DirectionalLightJobs.clear(); DirectionalLightJobs.clear();
+1 -1
View File
@@ -40,10 +40,10 @@ private:
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e); bool OnPlayerSpawned(Events::PlayerSpawned& e);
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world); void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world); void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world); void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs); void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
bool isChildOfACamera(EntityWrapper entity); bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity); bool isChildOfCurrentCamera(EntityWrapper entity);
+5
View File
@@ -2,5 +2,10 @@
<Model xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Model.xsd"> <Model xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Model.xsd">
<Resource></Resource> <Resource></Resource>
<Color R="1" G="1" B="1" A="1"/> <Color R="1" G="1" B="1" A="1"/>
<Transparent>false</Transparent>
<Visible>true</Visible> <Visible>true</Visible>
<DiffuseTexture>true</DiffuseTexture>
<NormalMap>true</NormalMap>
<SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap>
</Model> </Model>
+15
View File
@@ -15,9 +15,24 @@
<xs:element name="Color" type="t:Color" minOccurs="0"> <xs:element name="Color" type="t:Color" minOccurs="0">
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Transparent" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the model is transparent or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Visible" type="t:bool" minOccurs="0"> <xs:element name="Visible" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="DiffuseTexture" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Diffuse texture or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NormalMap" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Normalmap or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="SpecularMap" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Specularmap or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="GlowMap" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Glowmap or not</xs:documentation></xs:annotation>
</xs:element>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
+221 -37
View File
@@ -6,7 +6,7 @@
</Components> </Components>
<Children> <Children>
<Entity> <Entity name="Ground">
<Components> <Components>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
@@ -18,69 +18,51 @@
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity>
<Components>
<c:Model>
<Resource>An error</Resource>
</c:Model>
<c:Transform>
<Position X="1" Y="1" Z="0"/>
<Orientation X="0" Y="0.785390019" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>An error</Resource>
</c:Model>
<c:Transform>
<Position X="2" Y="0" Z="0"/>
<Orientation X="0" Y="0.785390019" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity> <Entity>
<Components> <Components>
<c:Camera/> <c:Camera/>
<c:Listener/> <c:Listener/>
<c:Transform> <c:Transform>
<Position X="1.36896265" Y="4.4259491" Z="10.6640663"/> <Position X="1.36896265" Y="4.10503054" Z="10.6640663"/>
<Orientation X="-0.0349078141" Y="0.157154545" Z="-2.60252193e-07"/> <Orientation X="-0.0349078141" Y="0.157154545" Z="-2.60252193e-07"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity> <Entity name="DirectionalLight">
<Components> <Components>
<c:DirectionalLight/> <c:DirectionalLight>
<Intensity>0.80000001192092896</Intensity>
</c:DirectionalLight>
<c:Model> <c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource> <Resource>Models/DirectionalLightWidget.mesh</Resource>
</c:Model> </c:Model>
<c:RaptorCopter>
<Speed>1.0499999523162842</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform> <c:Transform>
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/> <Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
<Orientation X="4.32000017" Y="4.6340003" Z="0"/> <Orientation X="4.16300011" Y="1422.89319" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity> <Entity name="AssaultTPose">
<Components> <Components>
<c:Model> <c:Model>
<Resource>Models/Assault.mesh</Resource> <Resource>Models/Assault.mesh</Resource>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-2.00568962" Y="0.527161121" Z="0"/> <Position X="-1.68900967" Y="0.527161121" Z="-1.59648728"/>
<Orientation X="0" Y="1.64900005" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children> <Children>
<Entity> <Entity name="SecondaryWeapon">
<Components> <Components>
<c:Model> <c:Model>
<Resource>Models/SecondaryWeapon.fbx</Resource> <Resource>Models/SecondaryWeapon.mesh</Resource>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/> <Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
@@ -91,17 +73,219 @@
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
<Entity> <Entity name="AnimationGroupOrigin">
<Components>
<c:Transform>
<Position X="1.11190474" Y="0.490183681" Z="0"/>
<Orientation X="0" Y="1.02100003" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="RunAnim">
<Components>
<c:Animation>
<Name>Run</Name>
<Time>0.62051775215976157</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
<Resource>models/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.786919653" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Walkanim">
<Components>
<c:Animation>
<Name>Walk</Name>
<Time>0.28779680073140668</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
<Resource>models/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="UnitSphere">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="0.294117659" B="19.6078434" G="1.17647064" R="0.0392156877"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.754540265" Z="0"/>
<Scale X="0.800000012" Y="1.9000001" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Log">
<Components> <Components>
<c:Model> <c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource> <Resource>Models/Log.mesh</Resource>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0" Y="3.70000029" Z="0"/> <Position X="-4" Y="0.698000014" Z="-1"/>
<Orientation X="0" Y="2.74900007" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="SpheresOrigin">
<Components>
<c:Transform>
<Position X="6.80000019" Y="4.9000001" Z="-5.9000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="NormalSphere">
<Components>
<c:Model>
<Resource>Models/NormalMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SpecularSphere">
<Components>
<c:Model>
<Resource>Models/SpecularMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
</c:Transform>
</Components>
<Children>
<Entity name="Rotationpoint">
<Components>
<c:RaptorCopter>
<Speed>1</Speed>
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="404.200684" Y="577.428955" Z="173.228897"/>
</c:Transform>
</Components>
<Children>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>3</Radius>
<Intensity>1.1399998664855957</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.600000024" Y="0.5" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="GlowMap">
<Components>
<c:Model>
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CombinedSpheres">
<Components>
<c:Model>
<Resource>models/NormSpecIncdMapSphere.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="RotationPoint">
<Components>
<c:RaptorCopter>
<Speed>1</Speed>
<Axis X="1" Y="1" Z="1"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="53.9495354" Y="53.9495354" Z="53.9495354"/>
</c:Transform>
</Components>
<Children>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>3</Radius>
<Intensity>1.1399998664855957</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.70000005" Y="0" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>5.0100002288818359</Radius>
<Intensity>0.69999998807907104</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.900000036" Y="1.10000002" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>4</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.400000006" Y="-1" Z="-1.50000012"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children> </Children>
</Entity> </Entity>
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="PointLight" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>3</Radius>
<Intensity>1.1399998664855957</Intensity>
</c:PointLight>
<c:Transform>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+16 -19
View File
@@ -9,7 +9,9 @@ uniform vec2 ScreenDimensions;
uniform vec4 FillColor; uniform vec4 FillColor;
uniform float FillPercentage; uniform float FillPercentage;
layout (binding = 0) uniform sampler2D DiffuseTexture; layout (binding = 0) uniform sampler2D DiffuseTexture;
layout (binding = 1) uniform sampler2D GlowMap; layout (binding = 1) uniform sampler2D NormalMapTexture;
layout (binding = 2) uniform sampler2D SpecularMapTexture;
layout (binding = 3) uniform sampler2D GlowMapTexture;
#define TILE_SIZE 16 #define TILE_SIZE 16
@@ -49,6 +51,8 @@ layout (std430, binding = 4) buffer LightIndexBuffer
in VertexData{ in VertexData{
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate; vec2 TextureCoordinate;
vec4 ExplosionColor; vec4 ExplosionColor;
}Input; }Input;
@@ -102,13 +106,21 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
return result; return result;
} }
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
void main() void main()
{ {
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate); vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMap, Input.TextureCoordinate); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
vec4 position = V * M * vec4(Input.Position, 1.0); vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position); vec4 viewVec = normalize(-position);
vec2 tilePos; vec2 tilePos;
@@ -139,7 +151,7 @@ void main()
} }
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color; vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
@@ -147,25 +159,10 @@ void main()
if(pos <= FillPercentage) { if(pos <= FillPercentage) {
color_result += FillColor; color_result += FillColor;
} }
//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//These if statements should be removed if they are slow.
color_result += glowTexel; color_result += glowTexel;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
/*
if(color_result.x > 1 || color_result.y > 1 || color_result.z > 1) {
bloomColor = vec4(color_result.xyz, 1.0);
} else {
bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
} */
//Tiled Debug Code //Tiled Debug Code
/* /*
+4
View File
@@ -16,6 +16,8 @@ layout(location = 6) in vec4 BoneWeights;
out VertexData{ out VertexData{
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate; vec2 TextureCoordinate;
vec4 ExplosionColor; vec4 ExplosionColor;
}Output; }Output;
@@ -37,5 +39,7 @@ void main()
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz; Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.TextureCoordinate = TextureCoords; Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * vec4(Normal, 0.0)); Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(0.0); Output.ExplosionColor = vec4(0.0);
} }
@@ -1,4 +1,5 @@
#version 430 #version 430
#extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture; layout (binding = 0) uniform sampler2D Texture;
@@ -1,4 +1,5 @@
#version 430 #version 430
#extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture; layout (binding = 0) uniform sampler2D Texture;
+5 -1
View File
@@ -49,7 +49,11 @@ void EditorRenderSystem::Update(double dt)
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World); glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) { for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f); std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
scene.ForwardJobs.push_back(modelJob); if(cModel["Transparent"]) {
scene.TransparentObjects.push_back(modelJob);
} else {
scene.OpaqueObjects.push_back(modelJob);
}
} }
} }
} }
+1 -1
View File
@@ -13,7 +13,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
void DrawBloomPass::InitializeTextures() void DrawBloomPass::InitializeTextures()
{ {
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png"); m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
} }
void DrawBloomPass::InitializeShaderPrograms() void DrawBloomPass::InitializeShaderPrograms()
+161 -119
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@@ -11,8 +11,10 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
void DrawFinalPass::InitializeTextures() void DrawFinalPass::InitializeTextures()
{ {
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png"); m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png"); m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
} }
void DrawFinalPass::InitializeFrameBuffers() void DrawFinalPass::InitializeFrameBuffers()
@@ -58,124 +60,15 @@ void DrawFinalPass::Draw(RenderScene& scene)
GLERROR("DrawFinalPass::Draw: Pre"); GLERROR("DrawFinalPass::Draw: Pre");
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
GLuint shaderHandle; if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : scene.ForwardJobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
m_ExplosionEffectProgram->Bind();
shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
GLERROR("DrawFinalPass::ExplosionEffect: 1");
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->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()));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness);
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor));
GLERROR("DrawFinalPass::ExplosionEffect: 2");
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (explosionEffectJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
GLERROR("DrawFinalPass::ExplosionEffect: END");
//m_ExplosionEffectProgram->Unbind();
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
m_ForwardPlusProgram->Bind();
GLERROR("1.1");
shaderHandle = m_ForwardPlusProgram->GetHandle();
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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);
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage);
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (modelJob->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
/*if(modelJob->GlowMap != nullptr) {
glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}*/
//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
GLERROR("DrawFinalPass::Model: END");
// m_ForwardPlusProgram->Unbind();
}
}
} }
DrawModelRenderQueues(scene.OpaqueObjects, scene);
GLERROR("DrawFinalPass::Draw: OpaqueObjects");
DrawModelRenderQueues(scene.TransparentObjects, scene);
GLERROR("DrawFinalPass::Draw: TransparentObjects");
GLERROR("DrawFinalPass::Draw: END"); GLERROR("DrawFinalPass::Draw: END");
delete state; delete state;
} }
@@ -213,4 +106,153 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLERROR("MipMap Texture initialization failed"); GLERROR("MipMap Texture initialization failed");
} }
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
for(auto &job : job)
{
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if(explosionEffectJob) {
//Bind program
m_ExplosionEffectProgram->Bind();
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//bind textures
BindExplosionTextures(explosionEffectJob);
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
//bind forward program
m_ForwardPlusProgram->Bind();
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(modelJob);
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
GLERROR("DrawFinalPass::Model: END");
}
}
}
}
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
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->Resolution().Width, m_Renderer->Resolution().Height);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
}
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
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->Resolution().Width, m_Renderer->Resolution().Height);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
}
void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
{
glActiveTexture(GL_TEXTURE0);
if (job->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (job->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
}
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
{
glActiveTexture(GL_TEXTURE0);
if (job->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (job->NormalTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
}
+47 -1
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@@ -56,7 +56,7 @@ void PickingPass::Draw(RenderScene& scene)
} }
m_Camera = scene.Camera; m_Camera = scene.Camera;
for (auto &job : scene.ForwardJobs) { for (auto &job : scene.OpaqueObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job); auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) { if (modelJob) {
@@ -101,6 +101,52 @@ void PickingPass::Draw(RenderScene& scene)
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
} }
} }
for (auto &job : scene.TransparentObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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;
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] += 5;
} else {
m_ColorCounter[0] += 50;
}
}
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])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
m_PickingBuffer.Unbind(); m_PickingBuffer.Unbind();
GLERROR("PickingPass Error"); GLERROR("PickingPass Error");
+19 -6
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@@ -35,13 +35,12 @@ bool RenderSystem::isChildOfACamera(EntityWrapper entity)
{ {
return entity.FirstParentWithComponent("Camera").Valid(); return entity.FirstParentWithComponent("Camera").Valid();
} }
bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity) bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
{ {
return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera); return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
} }
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs) void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
{ {
auto models = m_World->GetComponents("Model"); auto models = m_World->GetComponents("Model");
if (models == nullptr) { if (models == nullptr) {
@@ -84,7 +83,6 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
} }
} }
float fillPercentage = 0.f; float fillPercentage = 0.f;
glm::vec4 fillColor = glm::vec4(0); glm::vec4 fillColor = glm::vec4(0);
if(m_World->HasComponent(cModel.EntityID, "Fill")) { if(m_World->HasComponent(cModel.EntityID, "Fill")) {
@@ -108,7 +106,15 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
fillColor, fillColor,
fillPercentage fillPercentage
)); ));
jobs.push_back(explosionEffectJob); if(explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
transparentJobs.push_back(explosionEffectJob);
} else {
opaqueJobs.push_back(explosionEffectJob);
}
} else { } else {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob( std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
model, model,
@@ -120,7 +126,14 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
fillColor, fillColor,
fillPercentage fillPercentage
)); ));
jobs.push_back(modelJob); if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
cModel["Transparent"] = true;
}
if (cModel["Transparent"]) {
transparentJobs.push_back(modelJob);
} else {
opaqueJobs.push_back(modelJob);
}
} }
} }
} }
@@ -231,7 +244,7 @@ void RenderSystem::Update(double dt)
RenderScene scene; RenderScene scene;
scene.Camera = m_Camera; scene.Camera = m_Camera;
scene.Viewport = Rectangle(1280, 720); scene.Viewport = Rectangle(1280, 720);
fillModels(scene.ForwardJobs); fillModels(scene.OpaqueObjects, scene.TransparentObjects);
fillPointLights(scene.PointLightJobs, m_World); fillPointLights(scene.PointLightJobs, m_World);
fillDirectionalLights(scene.DirectionalLightJobs, m_World); fillDirectionalLights(scene.DirectionalLightJobs, m_World);
fillText(scene.TextJobs, m_World); fillText(scene.TextJobs, m_World);
+2 -2
View File
@@ -147,14 +147,14 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
void Renderer::InitializeTextures() void Renderer::InitializeTextures()
{ {
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png"); m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png"); m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
} }
void Renderer::SortRenderJobsByDepth(RenderScene &scene) void Renderer::SortRenderJobsByDepth(RenderScene &scene)
{ {
//Sort all forward jobs so transparency is good. //Sort all forward jobs so transparency is good.
scene.ForwardJobs.sort(Renderer::DepthSort); scene.TransparentObjects.sort(Renderer::DepthSort);
} }
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)