Merge remote-tracking branch 'origin/master' into Input
# Conflicts: # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
+114
-159
@@ -10,12 +10,14 @@ void Renderer::Initialize()
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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TEMPCreateLights();
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InitializeRenderPasses();
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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InitializeFrameBuffers();
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InitializeSSBOs();
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//CalculateFrustum();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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@@ -64,22 +66,23 @@ void Renderer::InitializeWindow()
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void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram.Compile();
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m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram.Link();
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m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram.Compile();
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m_DrawScreenQuadProgram.Link();
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//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
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//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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//m_CalculateFrustumProgram.Compile();
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//m_CalculateFrustumProgram.Link();
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//m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
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//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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//m_LightCullProgram.Compile();
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//m_LightCullProgram.Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -128,129 +131,15 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass(rq);
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DrawScreenQuad(m_PickingTexture);
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m_PickingPass->Draw(rq);
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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//CullLights();
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DrawScene(rq);
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m_DrawScenePass->Draw(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawScene(RenderQueueCollection& rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//TODO: Render: Clean up draw code
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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m_BasicForwardProgram.Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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}
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GLERROR("DrawScene Error");
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}
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void Renderer::PickingPass(RenderQueueCollection& rq)
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{
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m_PickingColorsToEntity.clear();
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m_PickingBuffer.Bind();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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int r = 1;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//---------------
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//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
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//---------------
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int pickColor[2] = { r, g };
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for (auto i : m_PickingColorsToEntity) {
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if(modelJob->Entity == i.second) {
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pickColor[0] = i.first.x;
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pickColor[1] = i.first.y;
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r -= 1;
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}
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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r += 1;
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if(r > 255) {
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r = 0;
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g += 1;
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}
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}
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}
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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//Publish pick event every frame with the pick data that can be picked by the event
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Events::Picking pickEvent = Events::Picking(
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&m_PickingBuffer,
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&m_DepthBuffer,
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m_Camera->ProjectionMatrix(),
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m_Camera->ViewMatrix(),
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m_Resolution,
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&m_PickingColorsToEntity);
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m_EventBroker->Publish(pickEvent);
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}
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -262,7 +151,7 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glClear(GL_COLOR_BUFFER_BIT);
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m_DrawScreenQuadProgram.Bind();
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m_DrawScreenQuadProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureToDraw);
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@@ -272,24 +161,10 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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{
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m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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/*
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glGenTextures(1, &m_PickingTexture);
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glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RG, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("m_PickingTexture initialization failed");
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*/
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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@@ -304,15 +179,95 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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GLERROR("Texture initialization failed");
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}
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void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
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void Renderer::InitializeSSBOs()
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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printf("Size: %i\n", sizeof(m_Frustums));
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glGenBuffers(1, &m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_FrustumSSBO");
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glGenBuffers(1, &m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightSSBO");
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glGenBuffers(1, &m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightGridSSBO");
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glGenBuffers(1, &m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightOffsetSSBO");
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glGenBuffers(1, &m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightIndexSSBO");
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}
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void Renderer::InitializeRenderPasses()
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{
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m_DrawScenePass = new DrawScenePass(this);
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m_PickingPass = new PickingPass(this, m_EventBroker);
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}
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void Renderer::CalculateFrustum()
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{
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GLERROR("CalculateFrustum Error-1");
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m_CalculateFrustumProgram->Bind();
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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}
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GLERROR("CalculateFrustum Error1");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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GLERROR("CalculateFrustum Error2");
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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GLERROR("CalculateFrustum Error3");
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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GLERROR("CalculateFrustum Error4");
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glDispatchCompute(5, 3, 1);
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GLERROR("CalculateFrustum Error5");
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}
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void Renderer::TEMPCreateLights()
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{
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for (int i = 0; i < NUM_LIGHTS; i++) {
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m_PointLights[i].Position = glm::vec4(i, 0.f, 0.f, 0.f);
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m_PointLights[i].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
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}
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}
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void Renderer::CullLights()
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{
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m_LightCullProgram->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
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GLERROR("CullLights Error");
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}
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Reference in New Issue
Block a user