Merge remote-tracking branch 'origin/master' into Forward+

# Conflicts:
#	include/Engine/Rendering/Renderer.h
#	src/Engine/Rendering/RenderState.cpp
#	src/Engine/Rendering/Renderer.cpp
This commit is contained in:
Tleety
2015-12-18 15:27:47 +01:00
64 changed files with 2400 additions and 674 deletions
+1 -1
View File
@@ -4,7 +4,7 @@
DrawScenePassState::DrawScenePassState()
{
GLERROR("---");
BindBuffer(0);
BindFramebuffer(0);
GLERROR("---");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
+307
View File
@@ -0,0 +1,307 @@
#include "Rendering/ImGuiRenderPass.h"
ImGuiRenderPass::ImGuiRenderPass(IRenderer* renderer, EventBroker* eventBroker)
: m_Renderer(renderer)
, m_EventBroker(eventBroker)
{
g_Window = renderer->Window();
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
ImGuiStyle& style = ImGui::GetStyle();
style.Alpha = 1.f;
style.WindowPadding = ImVec2(8.f, 7.f);
style.WindowRounding = 4.f;
style.ChildWindowRounding = 0.f;
style.FramePadding = ImVec2(4.f, 2.f);
style.FrameRounding = 2.f;
style.ItemSpacing = ImVec2(6.f, 2.f);
style.ItemInnerSpacing = ImVec2(3.f, 4.f);
style.IndentSpacing = 16.f;
style.ScrollbarSize = 12;
style.ScrollbarRounding = 2.f;
style.GrabMinSize = 13.f;
style.GrabRounding = 3.f;
createDeviceObjects();
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &ImGuiRenderPass::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &ImGuiRenderPass::OnMouseRelease);
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &ImGuiRenderPass::OnMouseMove);
EVENT_SUBSCRIBE_MEMBER(m_EMouseScroll, &ImGuiRenderPass::OnMouseScroll);
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &ImGuiRenderPass::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &ImGuiRenderPass::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EKeyboardChar, &ImGuiRenderPass::OnKeyboardChar);
// Prime the first frame
newFrame();
}
void ImGuiRenderPass::Update(double dt)
{
g_DeltaTime = dt;
}
void ImGuiRenderPass::Draw()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
// Set up render state
ImGuiRenderState state;
glActiveTexture(GL_TEXTURE0);
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
const float ortho_projection[4][4] =
{
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) {
if (pcmd->UserCallback) {
pcmd->UserCallback(cmd_list, pcmd);
} else {
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
idx_buffer_offset += pcmd->ElemCount;
}
}
// Start next frame
newFrame();
}
bool ImGuiRenderPass::OnMousePress(const Events::MousePress& e)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseDown[e.Button] = true;
return false;
}
bool ImGuiRenderPass::OnMouseRelease(const Events::MouseRelease& e)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseDown[e.Button] = false;
return false;
}
bool ImGuiRenderPass::OnMouseMove(const Events::MouseMove& e)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos.x = e.X;
io.MousePos.y = e.Y;
return true;
}
bool ImGuiRenderPass::OnMouseScroll(const Events::MouseScroll& e)
{
g_MouseWheel += (float)e.DeltaY;
return true;
}
bool ImGuiRenderPass::OnKeyDown(const Events::KeyDown& e)
{
ImGuiIO& io = ImGui::GetIO();
io.KeysDown[e.KeyCode] = true;
return true;
}
bool ImGuiRenderPass::OnKeyUp(const Events::KeyUp& e)
{
ImGuiIO& io = ImGui::GetIO();
io.KeysDown[e.KeyCode] = false;
return true;
}
bool ImGuiRenderPass::OnKeyboardChar(const Events::KeyboardChar& e)
{
ImGuiIO& io = ImGui::GetIO();
if (e.Char > 0 && e.Char < 0x10000) {
io.AddInputCharacter((unsigned short)e.Char);
return true;
} else {
return false;
}
}
bool ImGuiRenderPass::createDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
createFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
return true;
}
bool ImGuiRenderPass::createFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("Fonts/DroidSans.ttf", 13.f);
//io.Fonts->AddFontFromFileTTF("Fonts/ProggyClean.ttf", 13.f);
//io.Fonts->AddFontFromFileTTF("Fonts/ProggyTiny.ttf", 10.f);
//io.Fonts->AddFontFromFileTTF("Fonts/Karla-Regular.ttf", 15.0f);
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGuiRenderPass::newFrame()
{
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
io.DeltaTime = g_DeltaTime;
io.KeyCtrl = glfwGetKey(g_Window, GLFW_KEY_LEFT_CONTROL) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_CONTROL);
io.KeyShift = glfwGetKey(g_Window, GLFW_KEY_LEFT_SHIFT) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_SHIFT);
io.KeyAlt = glfwGetKey(g_Window, GLFW_KEY_LEFT_ALT) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_ALT);
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0;
m_EventBroker->Process<ImGuiRenderPass>();
ImGui::NewFrame();
}
+20 -15
View File
@@ -48,26 +48,31 @@ void PickingPass::Draw(RenderQueueCollection& rq)
m_PickingColorsToEntity.clear();
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
int r = 1;
int r = 0;
int g = 0;
//TODO: Render: Add code for more jobs than modeljobs.
GLuint ShaderHandle = m_PickingProgram->GetHandle();
m_PickingProgram->Bind();
std::map<EntityID, glm::vec2> entityColors;
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
//---------------
//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
//---------------
int pickColor[2] = { r, g };
for (auto i : m_PickingColorsToEntity) {
if (modelJob->Entity == i.second) {
pickColor[0] = i.first.x;
pickColor[1] = i.first.y;
r -= 1;
auto color = entityColors.find(modelJob->Entity);
if (color != entityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]);
if (r + 10 > 255) {
r = 0;
g += 1;
} else {
r += 1;
}
}
m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
@@ -82,26 +87,26 @@ void PickingPass::Draw(RenderQueueCollection& rq)
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
r += 1;
if (r > 255) {
r = 0;
g += 1;
}
}
}
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
//Publish pick event every frame with the pick data that can be picked by the event
int fbWidth;
int fbHeight;
glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
Events::Picking pickEvent = Events::Picking(
&m_PickingBuffer,
&m_DepthBuffer,
m_Renderer->Camera()->ProjectionMatrix(),
m_Renderer->Camera()->ViewMatrix(),
m_Renderer->Resolution(),
Rectangle(fbWidth, fbHeight),
&m_PickingColorsToEntity);
m_EventBroker->Publish(pickEvent);
delete state;
}
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
+1 -1
View File
@@ -4,7 +4,7 @@
PickingPassState::PickingPassState(GLuint frameBuffer)
{
GLERROR("---2");
BindBuffer(frameBuffer);
BindFramebuffer(frameBuffer);
GLERROR("---3");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
+7 -5
View File
@@ -8,7 +8,7 @@ RawModel::RawModel(std::string fileName)
if (scene == nullptr) {
LOG_ERROR("Failed to load model \"%s\"", fileName.c_str());
LOG_ERROR("Assimp error: %s", importer.GetErrorString());
return;
throw std::runtime_error("Failed to open model file.");
}
auto m = scene->mRootNode->mTransformation;
@@ -76,13 +76,15 @@ RawModel::RawModel(std::string fileName)
}
// Material diffuse color
aiColor4D diffuse;
aiColor3D diffuse;
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, diffuse.a);
float opacity;
material->Get(AI_MATKEY_OPACITY, opacity);
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
// Material specular color
aiColor4D specular;
aiColor3D specular;
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, specular.a);
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, 1.f);
m_Vertices.push_back(desc);
}
+22 -11
View File
@@ -23,15 +23,19 @@ glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
return modelMatrix;
}
glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
{
glm::vec3 position;
do {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
position += (glm::vec3)transform["Position"];
entity = world->GetParent(entity);
EntityID parent = world->GetParent(entity);
if (parent != 0) {
position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
} else {
position += (glm::vec3)transform["Position"];
}
entity = parent;
} while (entity != 0);
return position;
@@ -52,15 +56,15 @@ glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
{
ComponentWrapper transform = world->GetComponent(entity, "Transform");
glm::vec3 scale = (glm::vec3)transform["Scale"];
glm::vec3 scale(1.f);
EntityID parent = world->GetParent(entity);
if (parent != 0) {
return AbsoluteScale(world, parent) * scale;
} else {
return scale;
}
do {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
scale *= (glm::vec3)transform["Scale"];
entity = world->GetParent(entity);
} while (entity != 0);
return scale;
}
void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
@@ -71,12 +75,19 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
}
for (auto& modelC : *models) {
bool visible = modelC["Visible"];
if (!visible) {
continue;
}
std::string resource = modelC["Resource"];
if (resource.empty()) {
continue;
}
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(resource);
if (model == nullptr) {
model = ResourceManager::Load<Model>("Models/Core/Error.obj");
}
for (auto texGroup : model->TextureGroups) {
ModelJob job;
+69 -74
View File
@@ -1,105 +1,100 @@
#include "Rendering/RenderState.h"
RenderState::RenderState()
bool RenderState::Enable(GLenum cap)
{
}
bool RenderState::Enable(GLenum GLEnable)
{
if(glIsEnabled(GLEnable))
{
if (glIsEnabled(cap)) {
//LOG_WARNING("Trying to enable somthing that is already enabled.");
return false;
}
m_Enables.push_back(GLEnable);
glEnable(GLEnable);
if (GLERROR("RenderState::Enable"))
{
return false;
}
return true;
m_ResetFunctions.push_back(std::bind(glDisable, cap));
glEnable(cap);
return !GLERROR("RenderState::Enable");
}
bool RenderState::CullFace(GLenum GLCullFace)
bool RenderState::Disable(GLenum cap)
{
if(!glIsEnabled(GL_CULL_FACE))
{
//LOG_ERROR("Setting GL_CULL_FACE without enabling it.");
Enable(GL_CULL_FACE);
}
glCullFace(GLCullFace);
if (GLERROR("RenderState::CullFace"))
{
if (!glIsEnabled(cap)) {
return false;
}
return true;
m_ResetFunctions.push_back(std::bind(glEnable, cap));
glDisable(cap);
return !GLERROR("RenderState::Disable");
}
bool RenderState::CullFace(GLenum mode)
{
if (!glIsEnabled(GL_CULL_FACE)) {
LOG_ERROR("Setting GL_CULL_FACE without enabling it.");
return false;
}
GLint original;
glGetIntegerv(GL_CULL_FACE_MODE, &original);
m_ResetFunctions.push_back(std::bind(glCullFace, original));
glCullFace(mode);
return !GLERROR("RenderState::CullFace");
}
bool RenderState::ClearColor(glm::vec4 color)
{
glGetFloatv(GL_COLOR_CLEAR_VALUE, &m_preClearColor[0]);
GLfloat original[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, &original[0]);
m_ResetFunctions.push_back(std::bind(glClearColor, original[0], original[1], original[2], original[3]));
glClearColor(color.r, color.g, color.b, color.a);
if (GLERROR("RenderState::ClearColor")) {
return false;
}
return true;
return !GLERROR("RenderState::ClearColor");
}
bool RenderState::Clear(GLbitfield mask)
{
glClear(mask);
if (GLERROR("RenderState::Clear")) {
return false;
}
return true;
return !GLERROR("RenderState::Clear");
}
bool RenderState::BindBuffer(GLint buffer)
bool RenderState::BindFramebuffer(GLint framebuffer)
{
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_preBuffer);
if (buffer == m_preBuffer)
{
return true;
}
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
if (GLERROR("RenderState::BindBuffer"))
{
printf("BufferID: %i\npreBufferID: %i\n", buffer, m_preBuffer);
return false;
}
return true;
GLint originalRead;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &originalRead);
GLint originalDraw;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &originalDraw);
m_ResetFunctions.push_back([originalRead, originalDraw]() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, originalRead);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, originalDraw);
});
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
return !GLERROR("RenderState::BindBuffer");
}
bool RenderState::BlendEquation(GLenum mode)
{
GLint originalRGB;
glGetIntegerv(GL_BLEND_EQUATION_RGB, &originalRGB);
GLint originalAlpha;
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &originalAlpha);
m_ResetFunctions.push_back(std::bind(glBlendEquationSeparate, originalRGB, originalAlpha));
glBlendEquation(mode);
return !GLERROR("RenderState::BlendEquation");
}
bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
{
GLint originalSrcRGB;
glGetIntegerv(GL_BLEND_SRC_RGB, &originalSrcRGB);
GLint originalSrcAlpha;
glGetIntegerv(GL_BLEND_SRC_ALPHA, &originalSrcAlpha);
GLint originalDestRGB;
glGetIntegerv(GL_BLEND_DST_RGB, &originalDestRGB);
GLint originalDestAlpha;
glGetIntegerv(GL_BLEND_DST_ALPHA, &originalDestAlpha);
m_ResetFunctions.push_back(std::bind(glBlendFuncSeparate, originalSrcRGB, originalSrcAlpha, originalDestRGB, originalDestAlpha));
glBlendFunc(sfactor, dfactor);
return !GLERROR("RenderState::BlendFunc");
}
RenderState::~RenderState()
{
GLERROR("RenderState::~RenderState Pre");
GLint n_buffer = -1;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &n_buffer);
//Set cullface to default
if (glIsEnabled(GL_CULL_FACE)) {
glCullFace(GL_BACK);
for (auto& f : m_ResetFunctions) {
f();
}
GLERROR("RenderState::~RenderState glCullFace");
//Set color to default
glClearColor(m_preClearColor[0], m_preClearColor[1], m_preClearColor[2], m_preClearColor[3]);
GLERROR("RenderState::~RenderState glClearColor");
//Disable Enables
for (auto i : m_Enables)
{
glDisable(i);
}
GLERROR("RenderState::~RenderState glDisable");
if(m_preBuffer != 0)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
m_Enables.clear();
GLERROR("RenderState::~RenderState glBindFramebuffer");
}
+11 -23
View File
@@ -1,4 +1,5 @@
#include "Rendering/Renderer.h"
#include "Rendering/DebugCameraInputController.h"
void Renderer::Initialize()
{
@@ -18,6 +19,8 @@ void Renderer::Initialize()
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
}
void Renderer::InitializeWindow()
@@ -79,6 +82,8 @@ void Renderer::InitializeShaders()
void Renderer::InputUpdate(double dt)
{
static DebugCameraInputController<Renderer> firstPersonInputController(m_EventBroker, -1);
glm::vec3 m_Position = m_Camera->Position();
if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS)
{
@@ -108,35 +113,16 @@ void Renderer::InputUpdate(double dt)
m_CameraMoveSpeed = 0.5f;
}
static double mousePosX, mousePosY;
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
double deltaX, deltaY;
deltaX = mousePosX - (float)Resolution().Width / 2;
deltaY = mousePosY - (float)Resolution().Height / 2;
float rotationY = -deltaY / 300.f;
float rotationX = -deltaX / 300.f;
glm::quat orientation = m_Camera->Orientation();
orientation = orientation * glm::angleAxis<float>(rotationY, glm::vec3(1, 0, 0));
orientation = glm::angleAxis<float>(rotationX, glm::vec3(0, 1, 0)) * orientation;
m_Camera->SetOrientation(orientation);
glfwSetCursorPos(m_Window, Resolution().Width / 2, Resolution().Height / 2);
}
m_Camera->SetPosition(m_Position);
firstPersonInputController.Update(dt);
m_Camera->SetOrientation(firstPersonInputController.Orientation());
m_Camera->SetPosition(firstPersonInputController.Position());
}
void Renderer::Update(double dt)
{
m_EventBroker->Process<Renderer>();
InputUpdate(dt);
m_ImGuiRenderPass->Update(dt);
}
void Renderer::Draw(RenderQueueCollection& rq)
@@ -147,7 +133,9 @@ void Renderer::Draw(RenderQueueCollection& rq)
//m_DrawScenePass->Draw(rq);
DrawForwardPlus(rq);
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
m_ImGuiRenderPass->Draw();
glfwSwapBuffers(m_Window);
}
+2 -3
View File
@@ -32,11 +32,10 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
PickDataBuffer->Bind();
unsigned char pdata[2];
glReadPixels(x, y, 1, 1, GL_RG, GL_UNSIGNED_BYTE, &pdata);
unsigned char pdata[3];
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
PickDataBuffer->Unbind();
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);