diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index 6bd8acec..041f7999 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -30,6 +30,10 @@ public: private: 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 DrawModelRenderQueues(std::list>& job); + + void BindExplosionUniforms(); + void BindExplosionTextures(); Texture* m_WhiteTexture; Texture* m_BlackTexture; diff --git a/include/Engine/Rendering/RenderQueue.h b/include/Engine/Rendering/RenderQueue.h index 08a67ac7..57371146 100644 --- a/include/Engine/Rendering/RenderQueue.h +++ b/include/Engine/Rendering/RenderQueue.h @@ -19,7 +19,8 @@ struct RenderScene { ::Camera* Camera = nullptr; - std::list> ForwardJobs; + std::list> OpaqueObjects; + std::list> TransparentObjects; std::list> PointLightJobs; std::list> TextJobs; std::list> DirectionalLightJobs; @@ -28,7 +29,8 @@ struct RenderScene void Clear() { - ForwardJobs.clear(); + OpaqueObjects.clear(); + TransparentObjects.clear(); PointLightJobs.clear(); TextJobs.clear(); DirectionalLightJobs.clear(); diff --git a/include/Engine/Rendering/RenderSystem.h b/include/Engine/Rendering/RenderSystem.h index 37f99341..d4915e93 100644 --- a/include/Engine/Rendering/RenderSystem.h +++ b/include/Engine/Rendering/RenderSystem.h @@ -41,7 +41,7 @@ private: EventRelay m_EInputCommand; bool OnInputCommand(const Events::InputCommand& e); - void fillModels(std::list>& jobs); + void fillModels(std::list>& opaqueJobs, std::list>& transparentJobs); void fillLight(std::list>& jobs); EventRelay m_EPlayerSpawned; diff --git a/resources/Schema/Components/Model.xml b/resources/Schema/Components/Model.xml index 8f78b9ee..b25c8828 100644 --- a/resources/Schema/Components/Model.xml +++ b/resources/Schema/Components/Model.xml @@ -2,5 +2,6 @@ + false true \ No newline at end of file diff --git a/resources/Schema/Components/Model.xsd b/resources/Schema/Components/Model.xsd index fb0774f8..0ea04d72 100644 --- a/resources/Schema/Components/Model.xsd +++ b/resources/Schema/Components/Model.xsd @@ -15,6 +15,9 @@ Color tint + + Wether the model is transparent or not + Wether the model is visible or not diff --git a/src/Engine/Editor/EditorRenderSystem.cpp b/src/Engine/Editor/EditorRenderSystem.cpp index 2aad1340..14b668d8 100644 --- a/src/Engine/Editor/EditorRenderSystem.cpp +++ b/src/Engine/Editor/EditorRenderSystem.cpp @@ -49,7 +49,11 @@ void EditorRenderSystem::Update(double dt) glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World); for (auto matGroup : model->MaterialGroups()) { std::shared_ptr modelJob = std::make_shared(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); + } } } } diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index a85a80d6..b817d636 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -58,124 +58,38 @@ void DrawFinalPass::Draw(RenderScene& scene) GLERROR("DrawFinalPass::Draw: Pre"); DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); - GLuint shaderHandle; + + DrawModelRenderQueues(scene.OpaqueObjects); + GLERROR("DrawFinalPass::Draw: OpaqueObjects"); + DrawModelRenderQueues(scene.TransparentObjects); + GLERROR("DrawFinalPass::Draw: TransparentObjects"); + + + //Draw opaque + if(explosion) { + //uniforms + } else { + //uniforms + } + //draw transparent + if(explosion) { + + } else { + + } + + + + //Explosion uniforms + + + //Normal Uniforms //TODO: Render: Add code for more jobs than modeljobs. for (auto &job : scene.ForwardJobs) { - auto explosionEffectJob = std::dynamic_pointer_cast(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 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(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->Resolution().Width, m_Renderer->Resolution().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 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(); - - } - } - - } GLERROR("DrawFinalPass::Draw: END"); delete state; } @@ -213,4 +127,153 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); GLERROR("MipMap Texture initialization failed"); -} \ No newline at end of file +} + +void DrawFinalPass::DrawModelRenderQueues(std::list>& jobs) +{ + for(auto &job : jobs) + { + auto explosionEffectJob = std::dynamic_pointer_cast(job); + if(explosionEffectJob) { + //Bind program + m_ExplosionEffectProgram->Bind(); + GLuint shaderHandle = m_ExplosionEffectProgram->GetHandle(); + + //Bind uniforms + BindExplosionUniforms(); + + //bind textures + + //draw + } else { + //bind forward program + //shaderhandle + + //bind uniforms + + //bind textures + + //draw + + } + + + } + + auto explosionEffectJob = std::dynamic_pointer_cast(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 + + GLERROR("DrawFinalPass::ExplosionEffect: 2"); + + if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) { + + if (explosionEffectJob->Animation != nullptr) { + std::vector 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 + glActiveTexture(GL_TEXTURE0); + if (explosionEffectJob->DiffuseTexture != nullptr) { + glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture); + } else { + 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(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->Resolution().Width, m_Renderer->Resolution().Height); + GLERROR("DrawFinalPass::Draw: Uniforms"); + + DrawModelRenderQueues(scene.OpaqueObjects, shaderHandle); + GLERROR("DrawFinalPass::Draw: OpaqueObjects"); + DrawModelRenderQueues(scene.TransparentObjects, shaderHandle); + GLERROR("DrawFinalPass::Draw: TransparentObjects"); + } + + for (auto &job : job) { + if (modelJob) { + //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); + + glActiveTexture(GL_TEXTURE0); + if (modelJob->DiffuseTexture != nullptr) { + glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture); + } else { + 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); + } + + //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 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(); + + } + } +} + +void DrawFinalPass::BindExplosionUniforms() +{ + 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())); + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix)); + 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); + 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)); + glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data()); +} diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index c7e23479..70650a9f 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -56,7 +56,7 @@ void PickingPass::Draw(RenderScene& scene) } m_Camera = scene.Camera; - for (auto &job : scene.ForwardJobs) { + for (auto &job : scene.OpaqueObjects) { auto modelJob = std::dynamic_pointer_cast(job); 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))); } } + + for (auto &job : scene.TransparentObjects) { + auto modelJob = std::dynamic_pointer_cast(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 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(); GLERROR("PickingPass Error"); diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index 6d40ed29..9dbc0341 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -31,7 +31,7 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e) return true; } -void RenderSystem::fillModels(std::list>& jobs) +void RenderSystem::fillModels(std::list>& opaqueJobs, std::list>& transparentJobs) { auto models = m_World->GetComponents("Model"); if (models == nullptr) { @@ -75,7 +75,6 @@ void RenderSystem::fillModels(std::list>& jobs) } } - float fillPercentage = 0.f; glm::vec4 fillColor = glm::vec4(0); if(m_World->HasComponent(modelComponent.EntityID, "Fill")) { @@ -99,7 +98,11 @@ void RenderSystem::fillModels(std::list>& jobs) fillColor, fillPercentage )); - jobs.push_back(explosionEffectJob); + if (modelComponent["Transparent"]) { + transparentJobs.push_back(explosionEffectJob); + } else { + opaqueJobs.push_back(explosionEffectJob); + } } else { std::shared_ptr modelJob = std::shared_ptr(new ModelJob( model, @@ -111,7 +114,11 @@ void RenderSystem::fillModels(std::list>& jobs) fillColor, fillPercentage )); - jobs.push_back(modelJob); + if (modelComponent["Transparent"]) { + transparentJobs.push_back(modelJob); + } else { + opaqueJobs.push_back(modelJob); + } } } } @@ -222,7 +229,7 @@ void RenderSystem::Update(double dt) RenderScene scene; scene.Camera = m_Camera; scene.Viewport = Rectangle(1280, 720); - fillModels(scene.ForwardJobs); + fillModels(scene.OpaqueObjects, scene.TransparentObjects); fillPointLights(scene.PointLightJobs, m_World); fillDirectionalLights(scene.DirectionalLightJobs, m_World); fillText(scene.TextJobs, m_World); diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index af64b5cf..81f1a1cc 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -150,7 +150,7 @@ void Renderer::InitializeTextures() void Renderer::SortRenderJobsByDepth(RenderScene &scene) { //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)