Merge pull request #198 from teamfisk/Menu

Menu
This commit is contained in:
William Moberg
2016-03-10 15:38:06 +01:00
20 changed files with 370 additions and 163 deletions
+1 -1
Submodule assets updated: 3af64d8b1f...85d96f6f3d
+9 -3
View File
@@ -33,12 +33,14 @@ public:
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
return m_FinalGaussianTexture;
}
}
private:
void GaussianLodPass(GLuint mipMap, GLuint texture);
void CombineGaussianBlur();
Texture* m_BlackTexture;
Model* m_ScreenQuad;
@@ -47,15 +49,19 @@ private:
//const LightCullingPass* m_LightCullingPass
int m_Iterations;
int m_Quality = 0;
int m_BloomLod = 5;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
GLuint m_FinalGaussianTexture = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
FrameBuffer m_GaussianCombineBuffer;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_GaussianCombineProgram;
};
+8 -7
View File
@@ -7,11 +7,12 @@
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_MipMapLod = 0;
private:
};
@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment)
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment) { };
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod) { };
~Texture2D();
};
@@ -37,7 +38,7 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment)
: ResourceType(resourceHandle, attachment, 0)
{ };
~RenderBuffer();
@@ -47,7 +48,7 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment)
: ResourceType(resourceHandle, attachment, 0)
{ };
~Texture2DArray();
+26 -2
View File
@@ -21,14 +21,15 @@ struct SpriteJob : RenderJob
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0;
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
Linear = (bool)cSprite["Linear"];
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
@@ -48,6 +49,26 @@ struct SpriteJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
if((bool)cSprite["KeepRatio"] == true) {
if(scale.y >= scale.x) {
ScaleY = (scale.x)/(scale.y);
ScaleX = 1.f;
} else {
ScaleY = 1.f;
ScaleX = (scale.x)/(scale.y);
}
} else {
if ((bool)cSprite["KeepRatioX"] == true) {
ScaleX = scale.x;
}
if ((bool)cSprite["KeepRatioY"] == true) {
ScaleY = scale.y;
}
}
};
unsigned int TextureID;
@@ -69,6 +90,9 @@ struct SpriteJob : RenderJob
bool Pickable;
bool IsIndicator = false;
bool BlurBackground = false;
float ScaleX = 1;
float ScaleY = 1;
bool Linear = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
+1 -1
View File
@@ -9,5 +9,5 @@
<SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap>
<Shadow>true</Shadow>
<GlowIntensity>3.0</GlowIntensity>
<GlowIntensity>1.0</GlowIntensity>
</Model>
+5
View File
@@ -1,9 +1,14 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
<Model>Models/Core/UnitQuad.mesh</Model>
<DiffuseTexture></DiffuseTexture>
<GlowMap></GlowMap>
<Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible>
<DepthSort>true</DepthSort>
<KeepRatioX>false</KeepRatioX>
<KeepRatioY>false</KeepRatioY>
<KeepRatio>false</KeepRatio>
<Linear>false</Linear>
<BlurBackground>false</BlurBackground>
</Sprite>
+18 -3
View File
@@ -9,14 +9,17 @@
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Model" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="GlowMap" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
</xs:element>
<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 name="Visible" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
@@ -24,6 +27,18 @@
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Linear" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
</xs:element>
+94 -73
View File
@@ -8,7 +8,7 @@
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="-4" Z="0"/>
<Orientation X="0" Y="55.3495064" Z="0"/>
<Orientation X="0" Y="58.3794823" Z="0"/>
</c:Transform>
</Components>
@@ -34,13 +34,49 @@
</c:Transform>
</Components>
<Children>
<Entity name="AssaultClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity name="AssaultText">
<Components>
<c:Text>
<Content>Assault</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0.800000012" Z="0"/>
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DefenderClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
@@ -72,9 +108,10 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
@@ -102,40 +139,6 @@
</Entity>
</Children>
</Entity>
<Entity name="AssaultClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity name="AssaultText">
<Components>
<c:Text>
<Content>Assault</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0.800000012" Z="0"/>
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ClassPickText">
<Components>
<c:Text>
@@ -154,9 +157,10 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite>
<c:InputCmdButton>
@@ -232,9 +236,10 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite>
<c:InputCmdButton>
@@ -266,10 +271,11 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
<Linear>true</Linear>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
@@ -300,10 +306,12 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
<Linear>true</Linear>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
@@ -334,9 +342,10 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/>
<Visible>false</Visible>
</c:Sprite>
@@ -422,9 +431,10 @@
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -441,9 +451,10 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -458,9 +469,10 @@
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
@@ -477,9 +489,10 @@
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -494,9 +507,10 @@
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -513,9 +527,10 @@
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -530,9 +545,10 @@
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -550,9 +566,10 @@
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -567,9 +584,10 @@
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
@@ -584,9 +602,10 @@
</c:Fill>
<c:CapturePointHUD/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -604,9 +623,10 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite>
<c:InputCmdButton>
@@ -651,9 +671,10 @@
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="1" B="0" G="1" R="0.509803951"/>
</c:Sprite>
<c:InputCmdButton>
@@ -0,0 +1,21 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
uniform int MaxMipMap;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
vec4 result = vec4(0.0, 0.0, 0.0, 0.0);
for(int i = 0; i < MaxMipMap; i++) {
result += textureLod(Texture, Input.TextureCoordinate, i);
}
fragmentColor = result;
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+4 -1
View File
@@ -2,6 +2,7 @@
#extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture;
uniform int Lod;
in VertexData{
vec2 TextureCoordinate;
@@ -10,12 +11,14 @@ in VertexData{
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) {
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
+4 -1
View File
@@ -2,6 +2,7 @@
#extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture;
uniform int Lod;
in VertexData{
vec2 TextureCoordinate;
@@ -10,12 +11,14 @@ in VertexData{
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) {
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
+8 -5
View File
@@ -3,6 +3,8 @@
uniform vec4 Color;
uniform vec4 FillColor;
uniform float FillPercentage;
uniform float ScaleX;
uniform float ScaleY;
uniform mat4 P;
layout (binding = 1) uniform sampler2D DiffuseTexture;
@@ -21,15 +23,16 @@ out vec4 bloomColor;
void main()
{
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
vec4 color_result = Color * diffuseTexel;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result = FillColor*diffuseTexel.a;
}
float fillResult = floor(pos*FillPercentage);
color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
+7 -3
View File
@@ -97,14 +97,14 @@ void BlurHUD::ClearBuffer()
glClearStencil(0x00);
glStencilMask(~0);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClearStencil(0x00);
glStencilMask(~0);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
m_CombinedTextureBuffer.Bind();
@@ -211,12 +211,16 @@ void BlurHUD::FillStencil(RenderScene& scene)
RenderState state;
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
state.Disable(GL_DEPTH_TEST);
state.Enable(GL_DEPTH_TEST);
state.Enable(GL_CULL_FACE);
state.Enable(GL_STENCIL_TEST);
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilMask(0xFF);
state.AlphaFunc(GL_GEQUAL, 0.95f);
state.Enable(GL_ALPHA_TEST);
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
m_FillDepthStencilProgram->Bind();
+116 -45
View File
@@ -12,6 +12,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
DrawBloomPass::~DrawBloomPass() {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
}
void DrawBloomPass::InitializeTextures()
@@ -30,9 +31,8 @@ void DrawBloomPass::ChangeQuality(int quality)
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
m_GaussianTexture_horiz = 0;
m_GaussianTexture_vert = 0;
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
return;
}
InitializeTextures();
@@ -62,22 +62,50 @@ void DrawBloomPass::InitializeShaderPrograms()
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_vert->Link();
}
m_GaussianCombineProgram = ResourceManager::Load<ShaderProgram>("#GaussianCombineProgram");
if (m_GaussianCombineProgram->GetHandle() == 0) {
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl")));
m_GaussianCombineProgram->Compile();
m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor");
m_GaussianCombineProgram->Link();
}
}
void DrawBloomPass::InitializeBuffers()
{
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
if (m_GaussianCombineBuffer.GetHandle() == 0) {
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
}
m_GaussianCombineBuffer.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
if(m_GaussianFrameBuffer_horiz == nullptr) {
m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
}
if (m_GaussianFrameBuffer_vert == nullptr) {
m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod];
}
for (int i = 0; i < m_BloomLod; i++) {
if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) {
m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i)));
}
m_GaussianFrameBuffer_horiz[i].Generate();
if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) {
m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i)));
}
m_GaussianFrameBuffer_vert[i].Generate();
}
}
@@ -87,33 +115,75 @@ void DrawBloomPass::ClearBuffer()
return;
}
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind();
for (int i = 0; i < m_BloomLod; i++) {
m_GaussianFrameBuffer_horiz[i].Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz[i].Unbind();
m_GaussianFrameBuffer_vert[i].Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert[i].Unbind();
}
m_GaussianCombineBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianCombineBuffer.Unbind();
GLERROR("END");
}
void DrawBloomPass::Draw(GLuint texture)
{
if (m_Quality == 0) {
return;
}
for (int i = 0; i < m_BloomLod; i++) {
GaussianLodPass(i, texture);
}
CombineGaussianBlur();
}
void DrawBloomPass::OnWindowResize()
{
if (m_Quality == 0) {
return;
}
GLERROR("DrawBloomPass::Draw: Pre");
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
for (int i = 0; i < m_BloomLod; i++) {
m_GaussianFrameBuffer_vert[i].Generate();
m_GaussianFrameBuffer_horiz[i].Generate();
}
}
void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
{
GLERROR("DrawBloomPass::Draw: Pre");
glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap)));
DrawBloomPassState state;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianProgram_vert->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
m_GaussianProgram_horiz->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
m_GaussianFrameBuffer_horiz[mipMap].Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(m_ScreenQuad->VAO);
@@ -123,55 +193,56 @@ void DrawBloomPass::Draw(GLuint texture)
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianFrameBuffer_vert[mipMap].Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_vert[mipMap].Unbind();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianFrameBuffer_horiz[mipMap].Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_horiz[mipMap].Unbind();
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianFrameBuffer_vert[mipMap].Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
GLERROR("DrawBloomPass::Draw: END");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianFrameBuffer_vert[mipMap].Unbind();
}
void DrawBloomPass::OnWindowResize()
void DrawBloomPass::CombineGaussianBlur()
{
if (m_Quality == 0) {
return;
}
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.Generate();
m_GaussianCombineBuffer.Bind();
m_GaussianCombineProgram->Bind();
glUniform1i(glGetUniformLocation(m_GaussianCombineProgram->GetHandle(), "MaxMipMap"), m_BloomLod);
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
}
+20 -6
View File
@@ -32,9 +32,9 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
@@ -311,6 +311,8 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST);
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
//stateSprite->Enable(GL_ALPHA_TEST);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
@@ -343,8 +345,8 @@ void DrawFinalPass::OnWindowResize()
//InitializeFrameBuffers();
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate();
GLERROR("Error changing texture resolutions");
@@ -1269,23 +1271,34 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
RenderState* jobState = new RenderState();
for(auto& job : jobs) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
RenderState jobState;
if (spriteJob) {
if(spriteJob->Depth == 0) {
jobState.Disable(GL_DEPTH_TEST);
jobState->Disable(GL_DEPTH_TEST);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
glActiveTexture(GL_TEXTURE1);
if (spriteJob->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
if (spriteJob->Linear) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
@@ -1303,6 +1316,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
}
delete jobState;
// m_SpriteProgram->Unbind();
}
+3 -2
View File
@@ -2,11 +2,12 @@
#include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
m_MipMapLod = mipMapLod;
}
Texture2D::~Texture2D()
@@ -58,7 +59,7 @@ void FrameBuffer::Generate()
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
+6 -6
View File
@@ -233,6 +233,11 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
m_GaussianProgram_vert->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
m_GaussianProgram_horiz->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
@@ -252,8 +257,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
@@ -265,8 +268,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
@@ -279,8 +280,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
+3 -3
View File
@@ -3,9 +3,9 @@
TextureSprite::TextureSprite(std::string path)
:Texture(path)
{
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_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERROR("Texture load");
}
@@ -25,10 +25,12 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
{
glDeleteTextures(1, texture);
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);
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
GLERROR("MipMap Texture glTexSubImage2D failed");
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);