@@ -0,0 +1,38 @@
|
||||
#ifndef DrawFinalPass_h__
|
||||
#define DrawFinalPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "DrawFinalPassState.h"
|
||||
#include "LightCullingPass.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class DrawFinalPass
|
||||
{
|
||||
public:
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
|
||||
~DrawFinalPass() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
//Getters
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef DrawFinalPassState_h__
|
||||
#define DrawFinalPassState_h__
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class DrawFinalPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
DrawFinalPassState();
|
||||
~DrawFinalPassState();
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -9,6 +9,8 @@
|
||||
#include "Camera.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "Model.h"
|
||||
#include "../Core/World.h" //So temp
|
||||
|
||||
|
||||
struct PickData
|
||||
{
|
||||
@@ -43,6 +45,8 @@ public:
|
||||
virtual void Draw(RenderFrame& rq) = 0;
|
||||
virtual PickData Pick(glm::vec2 screenCord) = 0;
|
||||
|
||||
World* m_World; //Temp world, untill viktor merge.
|
||||
|
||||
protected:
|
||||
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
|
||||
bool m_Fullscreen = false;
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
#ifndef LightCullingPass_h__
|
||||
#define LightCullingPass_h__
|
||||
|
||||
#define TILE_SIZE 16
|
||||
#define MAX_LIGHTS_PER_TILE 200
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "LightCullingPassState.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "RenderQueue.h"
|
||||
|
||||
|
||||
class LightCullingPass
|
||||
{
|
||||
public:
|
||||
LightCullingPass(IRenderer* renderer);
|
||||
~LightCullingPass();
|
||||
|
||||
void GenerateNewFrustum(RenderScene& scene);
|
||||
void OnResolutionChange();
|
||||
void SetSSBOSizes();
|
||||
void CullLights(RenderScene& scene);
|
||||
void FillLightList(RenderScene& scene);
|
||||
|
||||
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
|
||||
GLuint LightSSBO() const { return m_LightSSBO; }
|
||||
GLuint LightGridSSBO() const { return m_LightGridSSBO; }
|
||||
GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
|
||||
GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
|
||||
private:
|
||||
|
||||
void InitializeSSBOs();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_FrustumSSBO = 0;
|
||||
GLuint m_LightSSBO = 0;
|
||||
GLuint m_LightGridSSBO = 0;
|
||||
GLuint m_LightOffsetSSBO = 0;
|
||||
GLuint m_LightIndexSSBO = 0;
|
||||
|
||||
ShaderProgram* m_CalculateFrustumProgram;
|
||||
ShaderProgram* m_LightCullProgram;
|
||||
|
||||
int m_NumberOfTiles = 0;
|
||||
|
||||
struct Plane {
|
||||
glm::vec3 Normal;
|
||||
float d;
|
||||
};
|
||||
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums;
|
||||
|
||||
//This should be a component
|
||||
struct PointLight {
|
||||
glm::vec4 Position = glm::vec4(0.f);
|
||||
glm::vec4 Color = glm::vec4(1.f);
|
||||
float Radius = 5.f;
|
||||
float Intensity = 0.8f;
|
||||
float Falloff = 0.3f;
|
||||
float Padding = 1337;
|
||||
};
|
||||
std::vector<PointLight> m_PointLights;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
glm::vec2 Padding;
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -44,7 +44,7 @@ struct ModelJob : RenderJob
|
||||
const ::Model* Model = nullptr;
|
||||
unsigned int StartIndex = 0;
|
||||
unsigned int EndIndex = 0;
|
||||
const World* World;
|
||||
World* World;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef PickingPass_h__
|
||||
#define PickingPass_h__
|
||||
|
||||
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "PickingPassState.h"
|
||||
#include "FrameBuffer.h"
|
||||
@@ -9,6 +11,8 @@
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/World.h"
|
||||
|
||||
|
||||
|
||||
class PickingPass
|
||||
{
|
||||
public:
|
||||
@@ -21,7 +25,6 @@ public:
|
||||
void Draw(RenderScene& scene);
|
||||
void ClearPicking();
|
||||
|
||||
|
||||
//Getters
|
||||
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
||||
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
||||
|
||||
@@ -0,0 +1,39 @@
|
||||
#ifndef PointLightJob_h__
|
||||
#define PointLightJob_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 PointLightJob : RenderJob
|
||||
{
|
||||
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent, World* m_World)
|
||||
: RenderJob()
|
||||
{
|
||||
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
Falloff = (double)pointLightComponent["Falloff"];
|
||||
};
|
||||
|
||||
glm::vec4 Position;
|
||||
glm::vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float padding = 123;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -11,7 +11,7 @@
|
||||
#include "Camera.h"
|
||||
#include "RenderJob.h"
|
||||
#include "ModelJob.h"
|
||||
|
||||
#include "PointLightJob.h"
|
||||
|
||||
|
||||
/*
|
||||
@@ -34,11 +34,12 @@ struct SpriteJob : RenderJob
|
||||
|
||||
struct PointLightJob : RenderJob
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
|
||||
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
|
||||
float Radius = 1.f;
|
||||
float Intensity = 0.8f;
|
||||
glm::vec4 Position;
|
||||
glm::vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float padding = 123;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
@@ -51,13 +52,13 @@ struct RenderScene
|
||||
{
|
||||
::Camera* Camera;
|
||||
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> LightJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
Rectangle Viewport;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
ForwardJobs.clear();
|
||||
LightJobs.clear();
|
||||
PointLightJobs.clear();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "Camera.h"
|
||||
#include "ModelJob.h"
|
||||
#include "Renderer.h"
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "DebugCameraInputController.h"
|
||||
|
||||
@@ -45,6 +46,7 @@ private:
|
||||
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
|
||||
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
@@ -12,9 +12,12 @@
|
||||
#include "../Core/World.h"
|
||||
#include "PickingPass.h"
|
||||
#include "DrawScenePass.h"
|
||||
#include "LightCullingPass.h"
|
||||
#include "DrawFinalPass.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
#include "../Core/Transform.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
@@ -44,24 +47,26 @@ private:
|
||||
|
||||
DrawScenePass* m_DrawScenePass;
|
||||
PickingPass* m_PickingPass;
|
||||
LightCullingPass* m_LightCullingPass;
|
||||
ImGuiRenderPass* m_ImGuiRenderPass;
|
||||
DrawFinalPass* m_DrawFinalPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
void InitializeShaders();
|
||||
void InitializeTextures();
|
||||
void InitializeSSBOs();
|
||||
void InitializeRenderPasses();
|
||||
//TODO: Renderer: Get InputUpdate out of renderer
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
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 GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_DrawScreenQuadProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user