Merge branch 'master' into BoxModelCollision
This commit is contained in:
@@ -8,6 +8,7 @@ find_package(assimp REQUIRED)
|
||||
find_package(ZLIB REQUIRED)
|
||||
find_package(PNG REQUIRED)
|
||||
find_package(Xerces REQUIRED)
|
||||
find_package(Freetype REQUIRED)
|
||||
# Because FindOpenAL is retarded
|
||||
set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/OpenAL")
|
||||
find_package(OpenAL REQUIRED)
|
||||
@@ -25,6 +26,7 @@ include_directories(
|
||||
${assimp_INCLUDE_DIRS}
|
||||
${PNG_INCLUDE_DIRS}
|
||||
${Xerces_INCLUDE_DIRS}
|
||||
${FREETYPE_INCLUDE_DIRS}
|
||||
${OPENAL_INCLUDE_DIR}
|
||||
${X11_INCLUDE_DIRS}
|
||||
)
|
||||
@@ -126,6 +128,7 @@ set(LIBRARIES
|
||||
${assimp_LIBRARIES}
|
||||
${PNG_LIBRARIES}
|
||||
${Xerces_LIBRARIES}
|
||||
${FREETYPE_LIBRARIES}
|
||||
${OPENAL_LIBRARY}
|
||||
${X11_LIBRARIES}
|
||||
)
|
||||
|
||||
@@ -0,0 +1,134 @@
|
||||
#include "Rendering/DrawBloomPass.h"
|
||||
|
||||
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
|
||||
InitializeTextures();
|
||||
InitializeBuffers();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->Link();
|
||||
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::InitializeBuffers()
|
||||
{
|
||||
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);
|
||||
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
|
||||
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);
|
||||
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
}
|
||||
|
||||
|
||||
void DrawBloomPass::ClearBuffer()
|
||||
{
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
}
|
||||
|
||||
void DrawBloomPass::Draw(GLuint texture)
|
||||
{
|
||||
GLERROR("DrawBloomPass::Draw: Pre");
|
||||
|
||||
DrawBloomPassState state;
|
||||
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
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);
|
||||
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
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);
|
||||
|
||||
//horizontal pass
|
||||
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
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);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
}
|
||||
|
||||
void DrawBloomPass::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");
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#include "Rendering/DrawBloomPassState.h"
|
||||
|
||||
|
||||
DrawBloomPassState::DrawBloomPassState()
|
||||
{
|
||||
//BindFramebuffer(0);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_DEPTH_TEST);
|
||||
Disable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
DrawBloomPassState::~DrawBloomPassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#include "Rendering/DrawColorCorrectionPass.h"
|
||||
|
||||
DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_Exposure = 1; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
|
||||
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
void DrawColorCorrectionPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_ColorCorrectionProgram = ResourceManager::Load<ShaderProgram>("#ColorCorrectionProgram");
|
||||
m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawColorCorrection.vert.glsl")));
|
||||
m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawColorCorrection.frag.glsl")));
|
||||
m_ColorCorrectionProgram->Compile();
|
||||
m_ColorCorrectionProgram->Link();
|
||||
}
|
||||
|
||||
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("DrawScreenQuadPass::Draw: Pre");
|
||||
|
||||
DrawScreenQuadPassState state = DrawScreenQuadPassState();
|
||||
m_ColorCorrectionProgram->Bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), m_Exposure);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, sceneTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -6,11 +6,31 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
|
||||
m_LightCullingPass = lightCullingPass;
|
||||
InitializeTextures();
|
||||
InitializeShaderPrograms();
|
||||
InitializeFrameBuffers();
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
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);
|
||||
//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);
|
||||
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);
|
||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
||||
m_FinalPassFrameBuffer.Generate();
|
||||
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeShaderPrograms()
|
||||
@@ -19,6 +39,8 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ForwardPlusProgram->Compile();
|
||||
m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusProgram->Link();
|
||||
}
|
||||
|
||||
@@ -26,7 +48,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
{
|
||||
GLERROR("DrawFinalPass::Draw: Pre");
|
||||
|
||||
DrawFinalPassState state;
|
||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
@@ -51,13 +73,20 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
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);
|
||||
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);
|
||||
}*/
|
||||
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,108 @@
|
||||
#include "Rendering/Font.h"
|
||||
|
||||
|
||||
Font::Font(std::string path)
|
||||
{
|
||||
typedef boost::tokenizer<boost::char_separator<char>> tokenizer;
|
||||
boost::char_separator<char> sep(",");
|
||||
tokenizer tok(path, sep);
|
||||
|
||||
|
||||
tokenizer::iterator it = tok.begin();
|
||||
std::string filePath = "";
|
||||
|
||||
if (it != tok.end()) {
|
||||
filePath = (*it).c_str();
|
||||
it++;
|
||||
if (it != tok.end()) {
|
||||
if((*it).c_str() == "") {
|
||||
throw std::runtime_error("");
|
||||
}
|
||||
|
||||
try {
|
||||
FontSize = boost::lexical_cast<int>((*it).c_str());
|
||||
} catch (boost::bad_lexical_cast const&) {
|
||||
LOG_ERROR("input string did not have a valid font resolution");
|
||||
throw std::runtime_error("");
|
||||
}
|
||||
}
|
||||
} else {
|
||||
throw std::runtime_error("");;
|
||||
}
|
||||
|
||||
|
||||
FT_Library library;
|
||||
FT_Face face;
|
||||
|
||||
if (FT_Init_FreeType(&library)) {
|
||||
LOG_ERROR("FreeType error: init failed");
|
||||
throw std::runtime_error("");;
|
||||
}
|
||||
|
||||
if (FT_New_Face(library, filePath.c_str(), 0, &face)) {
|
||||
LOG_ERROR("FreeType error: loading font");
|
||||
throw std::runtime_error("");;
|
||||
}
|
||||
|
||||
FT_Set_Char_Size(face, 0, FontSize*64, 300, 300); // temp
|
||||
FT_Set_Pixel_Sizes(face, 0, FontSize); //
|
||||
|
||||
if (FT_Load_Char(face, 'X', FT_LOAD_RENDER)) {
|
||||
LOG_ERROR("FreeType error: loading char");
|
||||
throw std::runtime_error("");;
|
||||
}
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
for (GLubyte c = 0; c < 128; c++) {
|
||||
|
||||
|
||||
//Load character glyph
|
||||
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//Generate texture
|
||||
GLuint texture;
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_RED,
|
||||
face->glyph->bitmap.width,
|
||||
face->glyph->bitmap.rows,
|
||||
0,
|
||||
GL_RED,
|
||||
GL_UNSIGNED_BYTE,
|
||||
face->glyph->bitmap.buffer
|
||||
);
|
||||
// Set texture options
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// Now store character for later use
|
||||
Character character = {
|
||||
texture,
|
||||
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
|
||||
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
|
||||
face->glyph->advance.x
|
||||
};
|
||||
|
||||
m_Characters.insert(std::pair<GLchar, Character>(c, character));
|
||||
}
|
||||
|
||||
|
||||
FT_Done_Face(face);
|
||||
FT_Done_FreeType(library);
|
||||
GLERROR("Font Load");
|
||||
}
|
||||
|
||||
Font::~Font()
|
||||
{
|
||||
for (auto c : m_Characters) {
|
||||
glDeleteTextures(1, &c.second.TextureID);
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
@@ -46,62 +46,57 @@ void PickingPass::InitializeShaderPrograms()
|
||||
void PickingPass::Draw(RenderScene& scene)
|
||||
{
|
||||
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
|
||||
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
|
||||
GLuint ShaderHandle = m_PickingProgram->GetHandle();
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
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];
|
||||
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 {
|
||||
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 {
|
||||
m_ColorCounter[0]++;;
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
GLERROR("---3");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
|
||||
glm::vec4 clearColor = glm::vec4(0.f);
|
||||
//ClearColor(clearColor);
|
||||
|
||||
@@ -110,6 +110,42 @@ void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>&
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto texts = world->GetComponents("Text");
|
||||
if (texts == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& textComponent : *texts) {
|
||||
bool visible = textComponent["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
std::string resource = textComponent["Resource"];
|
||||
if (resource.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Font* font;
|
||||
try {
|
||||
font = ResourceManager::Load<Font>(resource);
|
||||
} catch (const std::exception&) {
|
||||
try {
|
||||
font = ResourceManager::Load<Font>("Fonts/DroidSans.ttf,16");
|
||||
} catch (const std::exception&) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
|
||||
std::shared_ptr<TextJob> modelJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
|
||||
jobs.push_back(modelJob);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
return false;
|
||||
@@ -132,6 +168,7 @@ void RenderSystem::Update(double dt)
|
||||
fillModels(scene.ForwardJobs);
|
||||
fillPointLights(scene.PointLightJobs, m_World);
|
||||
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
|
||||
fillText(scene.TextJobs, m_World);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
}
|
||||
@@ -9,6 +9,9 @@ void Renderer::Initialize()
|
||||
glfwSwapInterval(m_VSYNC);
|
||||
InitializeShaders();
|
||||
InitializeTextures();
|
||||
m_TextPass = new TextPass();
|
||||
m_TextPass->Initialize();
|
||||
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
@@ -60,12 +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)
|
||||
@@ -77,15 +74,22 @@ void Renderer::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<Renderer>();
|
||||
InputUpdate(dt);
|
||||
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);
|
||||
@@ -94,9 +98,27 @@ 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_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();
|
||||
@@ -108,27 +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");
|
||||
@@ -159,4 +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);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,113 @@
|
||||
#include "Rendering/TextPass.h"
|
||||
|
||||
TextPass::TextPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TextPass::Initialize()
|
||||
{
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
|
||||
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 TextPass::Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
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) {
|
||||
|
||||
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
|
||||
}
|
||||
}
|
||||
GLERROR("Derp2");
|
||||
delete state;
|
||||
}
|
||||
|
||||
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;
|
||||
GLfloat scale = 1.0/font->FontSize;
|
||||
|
||||
GLfloat stringWidth = 0.f;
|
||||
|
||||
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
|
||||
Font::Character ch = font->m_Characters[*c];
|
||||
stringWidth += (ch.Advance >> 6) * scale;
|
||||
}
|
||||
|
||||
if(alignment == TextJob::AlignmentEnum::Center) {
|
||||
penX = -stringWidth/2.f;
|
||||
} else if (alignment == TextJob::AlignmentEnum::Right) {
|
||||
penX = -stringWidth;
|
||||
} else {
|
||||
penX = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
m_TextProgram->Bind();
|
||||
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));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
|
||||
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
|
||||
Font::Character ch = font->m_Characters[*c];
|
||||
|
||||
GLfloat xpos = penX + ch.Bearing.x * scale;
|
||||
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
|
||||
|
||||
GLfloat w = ch.Size.x * scale;
|
||||
GLfloat h = ch.Size.y * scale;
|
||||
|
||||
GLfloat vertices[6][4] = {
|
||||
{ xpos, ypos + h, 0.0, 0.0 },
|
||||
{ xpos, ypos, 0.0, 1.0 },
|
||||
{ xpos + w, ypos, 1.0, 1.0 },
|
||||
|
||||
{ xpos, ypos + h, 0.0, 0.0 },
|
||||
{ xpos + w, ypos, 1.0, 1.0 },
|
||||
{ xpos + w, ypos + h, 1.0, 0.0 }
|
||||
};
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
GLERROR("Text rendering Error");
|
||||
}
|
||||
|
||||
@@ -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