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:
@@ -4,7 +4,7 @@
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DrawScenePassState::DrawScenePassState()
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{
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GLERROR("---");
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BindBuffer(0);
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BindFramebuffer(0);
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GLERROR("---");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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@@ -0,0 +1,307 @@
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#include "Rendering/ImGuiRenderPass.h"
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ImGuiRenderPass::ImGuiRenderPass(IRenderer* renderer, EventBroker* eventBroker)
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: m_Renderer(renderer)
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, m_EventBroker(eventBroker)
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{
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g_Window = renderer->Window();
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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ImGuiStyle& style = ImGui::GetStyle();
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style.Alpha = 1.f;
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style.WindowPadding = ImVec2(8.f, 7.f);
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style.WindowRounding = 4.f;
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style.ChildWindowRounding = 0.f;
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style.FramePadding = ImVec2(4.f, 2.f);
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style.FrameRounding = 2.f;
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style.ItemSpacing = ImVec2(6.f, 2.f);
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style.ItemInnerSpacing = ImVec2(3.f, 4.f);
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style.IndentSpacing = 16.f;
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style.ScrollbarSize = 12;
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style.ScrollbarRounding = 2.f;
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style.GrabMinSize = 13.f;
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style.GrabRounding = 3.f;
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createDeviceObjects();
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EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &ImGuiRenderPass::OnMousePress);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &ImGuiRenderPass::OnMouseRelease);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &ImGuiRenderPass::OnMouseMove);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseScroll, &ImGuiRenderPass::OnMouseScroll);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &ImGuiRenderPass::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &ImGuiRenderPass::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyboardChar, &ImGuiRenderPass::OnKeyboardChar);
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// Prime the first frame
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newFrame();
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}
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void ImGuiRenderPass::Update(double dt)
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{
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g_DeltaTime = dt;
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}
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void ImGuiRenderPass::Draw()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui::Render();
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ImDrawData* draw_data = ImGui::GetDrawData();
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// Set up render state
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ImGuiRenderState state;
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glActiveTexture(GL_TEXTURE0);
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
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const float ortho_projection[4][4] =
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{
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{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -1.0f, 1.0f, 0.0f, 1.0f },
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};
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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glBindVertexArray(g_VaoHandle);
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for (int n = 0; n < draw_data->CmdListsCount; n++) {
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawIdx* idx_buffer_offset = 0;
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
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for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) {
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if (pcmd->UserCallback) {
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pcmd->UserCallback(cmd_list, pcmd);
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} else {
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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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));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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}
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idx_buffer_offset += pcmd->ElemCount;
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}
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}
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// Start next frame
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newFrame();
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}
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bool ImGuiRenderPass::OnMousePress(const Events::MousePress& e)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseDown[e.Button] = true;
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return false;
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}
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bool ImGuiRenderPass::OnMouseRelease(const Events::MouseRelease& e)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseDown[e.Button] = false;
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return false;
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}
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bool ImGuiRenderPass::OnMouseMove(const Events::MouseMove& e)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos.x = e.X;
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io.MousePos.y = e.Y;
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return true;
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}
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bool ImGuiRenderPass::OnMouseScroll(const Events::MouseScroll& e)
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{
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g_MouseWheel += (float)e.DeltaY;
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return true;
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}
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bool ImGuiRenderPass::OnKeyDown(const Events::KeyDown& e)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.KeysDown[e.KeyCode] = true;
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return true;
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}
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bool ImGuiRenderPass::OnKeyUp(const Events::KeyUp& e)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.KeysDown[e.KeyCode] = false;
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return true;
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}
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bool ImGuiRenderPass::OnKeyboardChar(const Events::KeyboardChar& e)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (e.Char > 0 && e.Char < 0x10000) {
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io.AddInputCharacter((unsigned short)e.Char);
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return true;
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} else {
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return false;
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}
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}
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bool ImGuiRenderPass::createDeviceObjects()
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{
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// Backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar *vertex_shader =
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"#version 330\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader =
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"#version 330\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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"}\n";
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
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glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
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#undef OFFSETOF
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createFontsTexture();
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindVertexArray(last_vertex_array);
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return true;
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}
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bool ImGuiRenderPass::createFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("Fonts/DroidSans.ttf", 13.f);
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//io.Fonts->AddFontFromFileTTF("Fonts/ProggyClean.ttf", 13.f);
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//io.Fonts->AddFontFromFileTTF("Fonts/ProggyTiny.ttf", 10.f);
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//io.Fonts->AddFontFromFileTTF("Fonts/Karla-Regular.ttf", 15.0f);
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unsigned char* pixels;
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int width, height;
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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.
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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void ImGuiRenderPass::newFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(g_Window, &w, &h);
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glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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io.DeltaTime = g_DeltaTime;
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io.KeyCtrl = glfwGetKey(g_Window, GLFW_KEY_LEFT_CONTROL) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_CONTROL);
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io.KeyShift = glfwGetKey(g_Window, GLFW_KEY_LEFT_SHIFT) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_SHIFT);
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io.KeyAlt = glfwGetKey(g_Window, GLFW_KEY_LEFT_ALT) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_ALT);
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 0;
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m_EventBroker->Process<ImGuiRenderPass>();
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ImGui::NewFrame();
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}
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@@ -48,26 +48,31 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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m_PickingColorsToEntity.clear();
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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int r = 1;
|
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int r = 0;
|
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int g = 0;
|
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//TODO: Render: Add code for more jobs than modeljobs.
|
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|
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
|
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|
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std::map<EntityID, glm::vec2> entityColors;
|
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|
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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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//---------------
|
||||
int pickColor[2] = { r, g };
|
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for (auto i : m_PickingColorsToEntity) {
|
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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];
|
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pickColor[1] = color->second[1];
|
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} else {
|
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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;
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@@ -82,26 +87,26 @@ void PickingPass::Draw(RenderQueueCollection& rq)
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
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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;
|
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glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
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||||
Events::Picking pickEvent = Events::Picking(
|
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&m_PickingBuffer,
|
||||
&m_DepthBuffer,
|
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m_Renderer->Camera()->ProjectionMatrix(),
|
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m_Renderer->Camera()->ViewMatrix(),
|
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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
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
PickingPassState::PickingPassState(GLuint frameBuffer)
|
||||
{
|
||||
GLERROR("---2");
|
||||
BindBuffer(frameBuffer);
|
||||
BindFramebuffer(frameBuffer);
|
||||
GLERROR("---3");
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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");
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user