@@ -0,0 +1,66 @@
|
||||
#include "Rendering/DrawFinalPass.h"
|
||||
|
||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
m_LightCullingPass = lightCullingPass;
|
||||
InitializeTextures();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
|
||||
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->Link();
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
{
|
||||
GLERROR("DrawFinalPass::Draw: Pre");
|
||||
|
||||
DrawFinalPassState state;
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
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(m_Renderer->Camera()->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(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));
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
GLERROR("DrawFinalPass::Draw: END");
|
||||
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#include "Rendering/DrawFinalPassState.h"
|
||||
|
||||
|
||||
DrawFinalPassState::DrawFinalPassState()
|
||||
{
|
||||
BindFramebuffer(0);
|
||||
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));
|
||||
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
DrawFinalPassState::~DrawFinalPassState()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -14,7 +14,6 @@ void DrawScenePass::InitializeTextures()
|
||||
|
||||
void DrawScenePass::InitializeShaderPrograms()
|
||||
{
|
||||
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
|
||||
|
||||
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||
@@ -26,16 +25,16 @@ void DrawScenePass::InitializeShaderPrograms()
|
||||
void DrawScenePass::Draw(RenderScene& scene)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("Renderer::Draw PickingPass");
|
||||
GLERROR("DrawScenePass::Draw: Pre");
|
||||
|
||||
DrawScenePassState state = DrawScenePassState();
|
||||
m_BasicForwardProgram->Bind();
|
||||
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
|
||||
|
||||
m_BasicForwardProgram->Bind();
|
||||
//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));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
@@ -57,7 +56,7 @@ void DrawScenePass::Draw(RenderScene& scene)
|
||||
|
||||
//continue;
|
||||
}
|
||||
}
|
||||
|
||||
GLERROR("DrawScene Error");
|
||||
}
|
||||
GLERROR("DrawScenePass::Draw: End");
|
||||
}
|
||||
|
||||
@@ -0,0 +1,151 @@
|
||||
#include "Rendering/LightCullingPass.h"
|
||||
|
||||
LightCullingPass::LightCullingPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
SetSSBOSizes();
|
||||
InitializeSSBOs();
|
||||
InitializeShaderPrograms();
|
||||
//GenerateNewFrustum(TODO);
|
||||
}
|
||||
|
||||
LightCullingPass::~LightCullingPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
|
||||
{
|
||||
if (scene.PointLightJobs.size() == 0)
|
||||
return;
|
||||
|
||||
GLERROR("CalculateFrustum Error: Pre");
|
||||
|
||||
m_CalculateFrustumProgram->Bind();
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glDispatchCompute((int)(m_Renderer->Resolution().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->Resolution().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
|
||||
|
||||
GLERROR("CalculateFrustum Error: End");
|
||||
}
|
||||
|
||||
|
||||
void LightCullingPass::OnResolutionChange()
|
||||
{
|
||||
SetSSBOSizes();
|
||||
}
|
||||
|
||||
|
||||
void LightCullingPass::SetSSBOSizes()
|
||||
{
|
||||
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
|
||||
|
||||
//m_Frustums = new Frustum[s];
|
||||
//m_LightGrid = new LightGrid[s];
|
||||
//m_LightIndex = new float[s*200];
|
||||
|
||||
m_Frustums = new Frustum[m_NumberOfTiles];
|
||||
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
||||
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
|
||||
}
|
||||
|
||||
void LightCullingPass::CullLights(RenderScene& scene)
|
||||
{
|
||||
GLERROR("CullLights Error: Pre");
|
||||
m_LightOffset = 0;
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
if (m_PointLights.size() > 0) {
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||
} else {
|
||||
GLfloat zero = 0.f;
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLfloat), &zero , GL_DYNAMIC_COPY);
|
||||
}
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
m_LightCullProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
}
|
||||
|
||||
void LightCullingPass::FillLightList(RenderScene& scene)
|
||||
{
|
||||
m_PointLights.clear();
|
||||
|
||||
for(auto &job : scene.PointLightJobs) {
|
||||
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
|
||||
if (pointLightjob) {
|
||||
PointLight p;
|
||||
p.Color = pointLightjob->Color;
|
||||
p.Falloff = pointLightjob->Falloff;
|
||||
p.Intensity = pointLightjob->Intensity;
|
||||
p.Position = glm::vec4(glm::vec3(pointLightjob->Position), 1.f);
|
||||
p.Radius = pointLightjob->Radius;
|
||||
p.Padding = 123.f;
|
||||
m_PointLights.push_back(p);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LightCullingPass::InitializeSSBOs()
|
||||
{
|
||||
glGenBuffers(1, &m_FrustumSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_FrustumSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
if(m_PointLights.size() > 0) {
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||
}
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightGridSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightGridSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightOffsetSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightOffsetSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightIndexSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightIndexSSBO");
|
||||
}
|
||||
|
||||
void LightCullingPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
||||
m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||
m_CalculateFrustumProgram->Compile();
|
||||
m_CalculateFrustumProgram->Link();
|
||||
|
||||
m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
|
||||
m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/CullLights.comp.glsl")));
|
||||
m_LightCullProgram->Compile();
|
||||
m_LightCullProgram->Link();
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
bool RenderState::Enable(GLenum cap)
|
||||
{
|
||||
if (glIsEnabled(cap)) {
|
||||
//LOG_WARNING("Trying to enable somthing that is already enabled.");
|
||||
return false;
|
||||
}
|
||||
m_ResetFunctions.push_back(std::bind(glDisable, cap));
|
||||
|
||||
@@ -106,6 +106,29 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto pointLights = world->GetComponents("PointLight");
|
||||
if (pointLights == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& pointlightC : *pointLights) {
|
||||
bool visible = pointlightC["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
||||
if (&transformC == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
|
||||
jobs.push_back(pointLightJob);
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SwitchCamera" && e.Value > 0) {
|
||||
@@ -126,11 +149,12 @@ void RenderSystem::Update(World* world, double dt)
|
||||
//Only supports opaque geometry atm
|
||||
m_RenderFrame->Clear();
|
||||
|
||||
RenderScene rs;
|
||||
rs.Camera = m_Camera;
|
||||
rs.Viewport = Rectangle(1280, 720);
|
||||
fillModels(rs.ForwardJobs, world);
|
||||
m_RenderFrame->Add(rs);
|
||||
RenderScene scene;
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
fillModels(scene.ForwardJobs, world);
|
||||
fillLight(scene.PointLightJobs, world);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -92,16 +92,22 @@ void Renderer::Update(double dt)
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
m_PickingPass->ClearPicking();
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
|
||||
FillDepth(*scene);
|
||||
m_PickingPass->Draw(*scene);
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
//m_DrawScenePass->Draw(rq);
|
||||
|
||||
|
||||
|
||||
m_DrawScenePass->Draw(*scene);
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
}
|
||||
|
||||
@@ -137,8 +143,8 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
@@ -149,7 +155,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
||||
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, NULL);//TODO: Renderer: Fix the precision and Resolution
|
||||
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");
|
||||
}
|
||||
|
||||
@@ -157,4 +163,23 @@ void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_DrawScenePass = new DrawScenePass(this);
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||
}
|
||||
|
||||
//Temp func
|
||||
void Renderer::FillDepth(RenderScene& scene)
|
||||
{
|
||||
for (auto job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if(! modelJob) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
|
||||
glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
modelJob->Depth = worldpos.z;
|
||||
}
|
||||
scene.ForwardJobs.sort(Renderer::DepthSort);
|
||||
}
|
||||
Reference in New Issue
Block a user