Merge branch 'master' into Menu

This commit is contained in:
Tleety
2016-03-11 10:20:25 +01:00
22 changed files with 238 additions and 57 deletions
+6 -6
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@@ -24,7 +24,7 @@ glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
EntityID parent = world->GetParent(entity);
position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
position += Transform::AbsoluteScale(world, parent) * (Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]);
entity = parent;
}
@@ -89,12 +89,12 @@ glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
{
return AbsoluteTransformation(EntityWrapper(world, entity));
glm::vec3 position = Transform::AbsolutePosition(world, entity);
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
//glm::vec3 position = Transform::AbsolutePosition(world, entity);
//glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
//glm::vec3 scale = Transform::AbsoluteScale(world, entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
return modelMatrix;
//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
//return modelMatrix;
}
glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
+2 -2
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@@ -7,7 +7,7 @@ EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer,
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
auto resolution = Rectangle::Rectangle(1280, 720);
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.001f, 500.f);
}
void EditorRenderSystem::Update(double dt)
@@ -86,7 +86,7 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
{
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
m_EditorCamera->SetFOV(glm::radians(static_cast<float>((double)cCamera["FOV"])));
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_EditorCamera->SetPosition(cTransform["Position"]);
+9 -2
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@@ -204,14 +204,21 @@ bool EditorSystem::OnWidgetDelta(const Events::WidgetDelta& e)
if (m_CurrentSelection.Valid()) {
if (m_WidgetSpace == EditorGUI::WidgetSpace::Global) {
glm::quat parentOrientation;
glm::vec3 parentScale(1.f);
EntityWrapper parent = m_CurrentSelection.Parent();
if (parent.Valid()) {
parentOrientation = glm::inverse(Transform::AbsoluteOrientation(parent));
parentScale = Transform::AbsoluteScale(parent);
}
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation;
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation / parentScale;
} else if (m_WidgetSpace == EditorGUI::WidgetSpace::Local) {
glm::vec3 parentScale(1.f);
EntityWrapper parent = m_CurrentSelection.Parent();
if (parent.Valid()) {
parentScale = Transform::AbsoluteScale(parent);
}
glm::quat selectionOri = glm::quat((glm::vec3)m_CurrentSelection["Transform"]["Orientation"]);
glm::vec3 localTranslation = selectionOri * e.Translation;
glm::vec3 localTranslation = selectionOri * e.Translation / parentScale;
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += localTranslation;
}
m_EditorGUI->SetDirty(m_CurrentSelection);
+3 -3
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@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
void AnimationSystem::UpdateWeights(double dt)
{
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();
/* LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();*/
if(it->second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
@@ -42,6 +42,15 @@ void LightCullingPass::SetSSBOSizes()
{
m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
if (m_Frustums != nullptr) {
delete[] m_Frustums;
}
if (m_LightGrid != nullptr) {
delete[] m_LightGrid;
}
if (m_LightIndex != nullptr) {
delete[] m_LightIndex;
}
m_Frustums = new Frustum[m_NumberOfTiles];
m_LightGrid = new LightGrid[m_NumberOfTiles];
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
+2 -2
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@@ -24,7 +24,7 @@ void PickingPass::InitializeTextures()
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
}
void PickingPass::InitializeFrameBuffers()
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
+10 -2
View File
@@ -9,10 +9,11 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
, m_Octree(frustumCullOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EResolutionChanged, &RenderSystem::OnResolutionChanged);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
m_Camera = new Camera((float)m_Renderer->GetViewportSize().Width / m_Renderer->GetViewportSize().Height, glm::radians(45.f), 0.01f, 5000.f);
}
RenderSystem::~RenderSystem()
@@ -20,11 +21,18 @@ RenderSystem::~RenderSystem()
delete m_Camera;
}
bool RenderSystem::OnResolutionChanged(Events::ResolutionChanged& e)
{
// Update camera aspect ration on resolution change
m_Camera->SetAspectRatio((float)e.NewResolution.Width / e.NewResolution.Height);
return true;
}
bool RenderSystem::OnSetCamera(Events::SetCamera& e)
{
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_Camera->SetFOV((double)cCamera["FOV"]);
m_Camera->SetFOV(glm::radians((double)cCamera["FOV"]));
m_Camera->SetNearClip((double)cCamera["NearClip"]);
m_Camera->SetFarClip((double)cCamera["FarClip"]);
m_Camera->SetPosition(cTransform["Position"]);
+43 -8
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@@ -36,16 +36,24 @@ void Renderer::Initialize()
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
}
void Renderer::glfwWindowSizeCallback(GLFWwindow* window, int width, int height)
{
m_WindowToRenderer[window]->setWindowSize(Rectangle(width, height));
}
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
Renderer* currentRenderer = m_WindowToRenderer[window];
currentRenderer->m_ViewportSize = Rectangle(width, height);
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawFinalPass->OnWindowResize();
currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize();
m_WindowToRenderer[window]->updateFramebufferSize();
}
void Renderer::SetResolution(const Rectangle& resolution)
{
m_Resolution = resolution;
if (m_Window != nullptr) {
setWindowSize(resolution);
updateFramebufferSize();
}
}
void Renderer::InitializeWindow()
@@ -67,6 +75,7 @@ void Renderer::InitializeWindow()
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwSetWindowSizeCallback(m_Window, &glfwWindowSizeCallback);
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
glfwMakeContextCurrent(m_Window);
@@ -111,6 +120,31 @@ void Renderer::InputUpdate(double dt)
}
void Renderer::setWindowSize(Rectangle size)
{
m_Resolution = size;
glfwSetWindowSize(m_Window, size.Width, size.Height);
}
void Renderer::updateFramebufferSize()
{
Events::ResolutionChanged e;
e.OldResolution = m_ViewportSize;
int width, height;
glfwGetFramebufferSize(m_Window, &width, &height);
glViewport(0, 0, width, height);
m_ViewportSize = Rectangle(width, height);
m_PickingPass->OnWindowResize();
m_DrawFinalPass->OnWindowResize();
m_LightCullingPass->OnWindowResize();
m_DrawBloomPass->OnWindowResize();
m_SSAOPass->OnWindowResize();
e.NewResolution = m_ViewportSize;
m_EventBroker->Publish(e);
}
void Renderer::Update(double dt)
{
m_EventBroker->Process<Renderer>();
@@ -263,6 +297,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
GLERROR("Texture initialization failed");
}
void Renderer::InitializeRenderPasses()
{
m_PickingPass = new PickingPass(this, m_EventBroker);
+55 -3
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@@ -156,7 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link();
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgramSkinned->Compile();
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgramSkinned->Link();
}
void ShadowPass::ClearBuffer()
@@ -212,8 +217,7 @@ void ShadowPass::Draw(RenderScene & scene)
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind();
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
@@ -221,7 +225,11 @@ void ShadowPass::Draw(RenderScene & scene)
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
GLuint shaderHandle;
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if (directionalLightJob) {
@@ -232,9 +240,19 @@ void ShadowPass::Draw(RenderScene & scene)
//RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -245,6 +263,23 @@ void ShadowPass::Draw(RenderScene & scene)
continue;
}
if(modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
@@ -265,6 +300,23 @@ void ShadowPass::Draw(RenderScene & scene)
continue;
}
if (modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
@@ -36,10 +36,6 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
unsigned char pdata[3];
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
GLERROR("glReadPixels(pdata) Error");
PickDataBuffer->Unbind();
GLERROR("Unbind Error");
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
GLERROR("glBindFramebuffer(DepthBuffer) Error");
float depthData;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
GLERROR("glReadPixels(depthData) Error");