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

# Conflicts:
#	include/Engine/Rendering/RenderQueue.h
#	include/Engine/Rendering/RenderSystem.h
#	include/Engine/Rendering/Renderer.h
#	src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
viktorljung
2016-01-19 17:27:09 +01:00
20 changed files with 285 additions and 121 deletions
@@ -0,0 +1,35 @@
#ifndef DirectionalLightJob_h__
#define DirectionalLightJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderJob.h"
#include "../Core/Transform.h"
#include "../Core/World.h"
struct DirectionalLightJob : RenderJob
{
DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
: RenderJob()
{
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
};
glm::vec4 Direction;
glm::vec4 Color;
float Intensity;
void CalculateHash() override
{
Hash = 0;
}
};
#endif
+9 -8
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@@ -46,8 +46,8 @@ private:
int m_NumberOfTiles = 0;
struct Plane {
glm::vec3 Normal;
float d;
glm::vec3 Normal = glm::vec3(0.f);
float d = 0;
};
struct Frustum {
@@ -56,20 +56,21 @@ private:
Frustum* m_Frustums;
//This should be a component
struct PointLight {
struct LightSource {
glm::vec4 Position = glm::vec4(0.f);
glm::vec4 Direction = glm::vec4(10.f);
glm::vec4 Color = glm::vec4(1.f);
float Radius = 5.f;
float Intensity = 0.8f;
float Falloff = 0.3f;
float Padding = 1337;
enum Type_t { Zero, Point, Directional, Spot } Type;
};
std::vector<PointLight> m_PointLights;
std::vector<LightSource> m_LightSources;
struct LightGrid {
float Start;
float Amount;
glm::vec2 Padding;
float Start = 0;
float Amount = 0;
glm::vec2 Padding = glm::vec2(1.f, 2.f);
};
LightGrid* m_LightGrid;
+4
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@@ -12,6 +12,7 @@
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/Transform.h"
struct ModelJob : RenderJob
{
@@ -28,6 +29,9 @@ struct ModelJob : RenderJob
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z;
World = world;
};
+3
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@@ -13,6 +13,7 @@
#include "ModelJob.h"
#include "TextJob.h"
#include "PointLightJob.h"
#include "DirectionalLightJob.h"
struct RenderScene
{
@@ -20,6 +21,7 @@ struct RenderScene
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
std::list<std::shared_ptr<RenderJob>> TextJobs;
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
Rectangle Viewport;
void Clear()
@@ -27,6 +29,7 @@ struct RenderScene
ForwardJobs.clear();
PointLightJobs.clear();
TextJobs.clear();
DirectionalLightJobs.clear();
}
};
+2 -1
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@@ -47,7 +47,8 @@ private:
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
+2 -4
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@@ -24,9 +24,8 @@
class Renderer : public IRenderer
{
public:
Renderer(EventBroker* eventBroker, World* world)
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
, m_World(world)
{ }
virtual void Initialize() override;
@@ -38,7 +37,6 @@ public:
private:
//----------------------Variables----------------------//
EventBroker* m_EventBroker;
World* m_World;
TextRenderer* m_TextRenderer;
Texture* m_ErrorTexture;
@@ -65,7 +63,7 @@ private:
void DrawScreenQuad(GLuint textureToDraw);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void FillDepth(RenderScene& scene);
void SortRenderJobsByDepth(RenderScene &scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;