+1
-1
Submodule assets updated: a3c92ac876...6ffb46e155
@@ -0,0 +1,35 @@
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#ifndef DirectionalLightJob_h__
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#define DirectionalLightJob_h__
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#include <cstdint>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "RenderJob.h"
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#include "../Core/Transform.h"
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#include "../Core/World.h"
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struct DirectionalLightJob : RenderJob
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{
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DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
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: RenderJob()
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{
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
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//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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};
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glm::vec4 Direction;
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glm::vec4 Color;
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float Intensity;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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#endif
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@@ -46,8 +46,8 @@ private:
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int m_NumberOfTiles = 0;
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struct Plane {
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glm::vec3 Normal;
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float d;
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glm::vec3 Normal = glm::vec3(0.f);
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float d = 0;
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};
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struct Frustum {
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@@ -56,20 +56,21 @@ private:
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Frustum* m_Frustums;
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//This should be a component
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struct PointLight {
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struct LightSource {
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glm::vec4 Position = glm::vec4(0.f);
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glm::vec4 Direction = glm::vec4(10.f);
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glm::vec4 Color = glm::vec4(1.f);
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float Radius = 5.f;
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float Intensity = 0.8f;
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float Falloff = 0.3f;
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float Padding = 1337;
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enum Type_t { Zero, Point, Directional, Spot } Type;
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};
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std::vector<PointLight> m_PointLights;
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std::vector<LightSource> m_LightSources;
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struct LightGrid {
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float Start;
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float Amount;
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glm::vec2 Padding;
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float Start = 0;
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float Amount = 0;
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glm::vec2 Padding = glm::vec2(1.f, 2.f);
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};
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LightGrid* m_LightGrid;
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@@ -12,6 +12,7 @@
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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struct ModelJob : RenderJob
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{
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@@ -28,6 +29,9 @@ struct ModelJob : RenderJob
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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};
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@@ -12,6 +12,7 @@
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#include "RenderJob.h"
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#include "ModelJob.h"
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#include "PointLightJob.h"
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#include "DirectionalLightJob.h"
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/*
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@@ -53,12 +54,14 @@ struct RenderScene
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::Camera* Camera;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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Rectangle Viewport;
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void Clear()
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{
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ForwardJobs.clear();
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PointLightJobs.clear();
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DirectionalLightJobs.clear();
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}
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};
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@@ -46,7 +46,8 @@ private:
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void updateProjectionMatrix(ComponentWrapper& cameraComponent);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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@@ -22,9 +22,8 @@
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class Renderer : public IRenderer
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{
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public:
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Renderer(EventBroker* eventBroker, World* world)
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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, m_World(world)
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{ }
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virtual void Initialize() override;
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@@ -36,7 +35,6 @@ public:
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private:
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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World* m_World;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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@@ -62,7 +60,7 @@ private:
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void DrawScreenQuad(GLuint textureToDraw);
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void FillDepth(RenderScene& scene);
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void SortRenderJobsByDepth(RenderScene &scene);
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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@@ -9,6 +9,7 @@
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<xs:include schemaLocation="Components/Camera.xsd"/>
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/PointLight.xsd"/>
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<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/Health.xsd"/>
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<xs:include schemaLocation="Components/Listener.xsd"/>
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@@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<DirectionalLight xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DirectionalLight.xsd">
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<Color R="1" G="1" B="1" A="1"/>
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<Intensity>0.8</Intensity>
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<Visible>true</Visible>
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</DirectionalLight>
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@@ -0,0 +1,16 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="DirectionalLight">
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<xs:annotation>
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<xs:documentation>A directional light that shines bright like the future.</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="Color" type="t:Color" minOccurs="0"/>
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<xs:element name="Intensity" type="t:double" minOccurs="0"/>
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<xs:element name="Visible" type="t:bool" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -13,6 +13,7 @@
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</c:Model>
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<c:Transform>
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<Scale X="100" Y="1" Z="100"/>
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<Orientation X="0" Y="2.59200001" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -45,9 +46,58 @@
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<Entity>
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<Components>
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<c:Camera/>
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<c:Listener/>
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<c:Transform>
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<Position X="5.85247707" Y="3.8454349" Z="-1.14486957"/>
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<Orientation X="2.51327395" Y="1.23916209" Z="-3.1415925"/>
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<Position X="1.36896265" Y="4.4259491" Z="10.6640663"/>
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<Orientation X="-0.0349078141" Y="0.157154545" Z="-2.60252193e-07"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:DirectionalLight/>
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<c:Model>
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<Resource>Models/DirectionalLightWidget.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
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<Orientation X="4.32000017" Y="4.6340003" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Assault.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-2.00568962" Y="0.527161121" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/SecondaryWeapon.fbx</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
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<Orientation X="1.47266471" Y="0.524984181" Z="1.243698"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitSphere.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="3.70000029" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -27,6 +27,7 @@
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<xs:element ref="c:SpawnPoint" minOccurs="0"/>
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<xs:element ref="c:PlayerSpawn" minOccurs="0"/>
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<xs:element ref="c:Team" minOccurs="0"/>
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<xs:element ref="c:DirectionalLight" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -27,19 +27,20 @@ layout (std430, binding = 0) buffer FrustumBuffer
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Frustum Data[];
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} Frustums;
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struct PointLight {
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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LightSource List[];
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} LightSources;
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||||
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struct LightGrid {
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float Start;
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@@ -106,8 +107,7 @@ layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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void main ()
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{
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||||
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
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||||
if(gl_LocalInvocationIndex == 0)
|
||||
{
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if(gl_LocalInvocationIndex == 0) {
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GroupLightCount = 0;
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GroupFrustum = Frustums.Data[GroupIndex];
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}
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@@ -115,22 +115,25 @@ void main ()
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barrier();
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memoryBarrierShared();
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for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
|
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{
|
||||
PointLight light = PointLights.List[i];
|
||||
for(int i = int(gl_LocalInvocationIndex); i < LightSources.List.length(); i += TILE_SIZE*TILE_SIZE) {
|
||||
LightSource light = LightSources.List[i];
|
||||
|
||||
//if pointlight
|
||||
//Pos i view antagligen
|
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if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
|
||||
{
|
||||
//TODO: Fix transparent and opaque list, and depth test.
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||||
AppendLight( i );
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||||
if(light.Type == 1) {
|
||||
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum)) {
|
||||
//TODO: Fix transparent and opaque list, and depth test.
|
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AppendLight( i );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//if conelight
|
||||
|
||||
//if directional
|
||||
if(light.Type == 2) {
|
||||
AppendLight( i );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
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@@ -9,19 +9,20 @@ uniform sampler2D texture0;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
struct PointLight {
|
||||
struct LightSource {
|
||||
vec4 Position;
|
||||
vec4 Direction;
|
||||
vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
float Padding;
|
||||
int Type;
|
||||
};
|
||||
|
||||
layout (std430, binding = 1) buffer LightBuffer
|
||||
{
|
||||
PointLight List[];
|
||||
} PointLights;
|
||||
LightSource List[];
|
||||
} LightSources;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
@@ -71,7 +72,7 @@ vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||
return lightColor * power;
|
||||
}
|
||||
|
||||
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||
{
|
||||
vec4 L = lightPos - position;
|
||||
float dist = length(L);
|
||||
@@ -85,6 +86,16 @@ LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, fl
|
||||
return result;
|
||||
}
|
||||
|
||||
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
|
||||
{
|
||||
vec4 L = normalize( -vec4(direction.xyz, 0) );
|
||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
@@ -94,8 +105,8 @@ void main()
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/16);
|
||||
tilePos.y = int(gl_FragCoord.y/16);
|
||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = scene_ambient;
|
||||
@@ -103,30 +114,38 @@ void main()
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
//for(int i = 0; i < 3; i++)
|
||||
for(int i = start; i < start + amount; i++)
|
||||
{
|
||||
|
||||
for(int i = start; i < start + amount; i++) {
|
||||
|
||||
int l = int(LightIndex[i]);
|
||||
LightSource light = LightSources.List[l];
|
||||
|
||||
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
|
||||
|
||||
LightResult result;
|
||||
if(light.Type == 1) { // point
|
||||
result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||
} else if (light.Type == 2) { //Directional
|
||||
result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += result.Diffuse;
|
||||
totalLighting.Specular += result.Specular;
|
||||
}
|
||||
|
||||
|
||||
//fragmentColor += Input.DiffuseColor;
|
||||
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
|
||||
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
|
||||
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
|
||||
//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
|
||||
//fragmentColor = texel * Input.DiffuseColor * Color;
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
|
||||
{
|
||||
//fragmentColor += vec4(0.5, 0, 0, 0);
|
||||
//fragmentColor += vec4(currentTile/3600.f, 0, 0, 1);
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||
fragmentColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
|
||||
|
||||
|
||||
fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||
}
|
||||
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -29,6 +29,6 @@ void main()
|
||||
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = Normal;
|
||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
||||
Output.DiffuseColor = DiffuseVertexColor;
|
||||
}
|
||||
@@ -40,15 +40,14 @@ void LightCullingPass::OnResolutionChange()
|
||||
|
||||
void LightCullingPass::SetSSBOSizes()
|
||||
{
|
||||
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
|
||||
|
||||
//m_Frustums = new Frustum[s];
|
||||
//m_LightGrid = new LightGrid[s];
|
||||
//m_LightIndex = new float[s*200];
|
||||
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width/TILE_SIZE) * (int)(m_Renderer->Resolution().Height/TILE_SIZE);
|
||||
|
||||
m_Frustums = new Frustum[m_NumberOfTiles];
|
||||
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
||||
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
|
||||
for (int i = 0; i < m_NumberOfTiles*MAX_LIGHTS_PER_TILE; i++) {
|
||||
m_LightIndex[i] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void LightCullingPass::CullLights(RenderScene& scene)
|
||||
@@ -59,8 +58,8 @@ void LightCullingPass::CullLights(RenderScene& scene)
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
if (m_PointLights.size() > 0) {
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||
if (m_LightSources.size() > 0) {
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * m_LightSources.size(), &(m_LightSources[0]), GL_DYNAMIC_COPY);
|
||||
} else {
|
||||
GLfloat zero = 0.f;
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLfloat), &zero , GL_DYNAMIC_COPY);
|
||||
@@ -75,27 +74,38 @@ void LightCullingPass::CullLights(RenderScene& scene)
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
|
||||
glDispatchCompute(glm::ceil(m_Renderer->Resolution().Width / TILE_SIZE), glm::ceil(m_Renderer->Resolution().Height / TILE_SIZE), 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
}
|
||||
|
||||
void LightCullingPass::FillLightList(RenderScene& scene)
|
||||
{
|
||||
m_PointLights.clear();
|
||||
m_LightSources.clear();
|
||||
|
||||
for(auto &job : scene.PointLightJobs) {
|
||||
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
|
||||
if (pointLightjob) {
|
||||
PointLight p;
|
||||
LightSource p;
|
||||
p.Color = pointLightjob->Color;
|
||||
p.Falloff = pointLightjob->Falloff;
|
||||
p.Intensity = pointLightjob->Intensity;
|
||||
p.Position = glm::vec4(glm::vec3(pointLightjob->Position), 1.f);
|
||||
p.Radius = pointLightjob->Radius;
|
||||
p.Padding = 123.f;
|
||||
m_PointLights.push_back(p);
|
||||
continue;
|
||||
//p.Padding = 123.f;
|
||||
p.Type = LightSource::Point;
|
||||
m_LightSources.push_back(p);
|
||||
}
|
||||
}
|
||||
for(auto &job : scene.DirectionalLightJobs) {
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
if(directionalLightJob) {
|
||||
LightSource p;
|
||||
p.Direction = directionalLightJob->Direction;
|
||||
p.Color = directionalLightJob->Color;
|
||||
p.Intensity = directionalLightJob->Intensity;
|
||||
p.Type = LightSource::Directional;
|
||||
m_LightSources.push_back(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -104,25 +114,22 @@ void LightCullingPass::InitializeSSBOs()
|
||||
{
|
||||
glGenBuffers(1, &m_FrustumSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_FrustumSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
if(m_PointLights.size() > 0) {
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
|
||||
}
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightGridSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightGridSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightOffsetSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
|
||||
@@ -114,25 +114,45 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
|
||||
}
|
||||
|
||||
|
||||
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto pointLights = world->GetComponents("PointLight");
|
||||
if (pointLights == nullptr) {
|
||||
return;
|
||||
if (pointLights != nullptr) {
|
||||
for (auto& pointlightC : *pointLights) {
|
||||
bool visible = pointlightC["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
||||
if (&transformC == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
|
||||
jobs.push_back(pointLightJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& pointlightC : *pointLights) {
|
||||
bool visible = pointlightC["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
||||
if (&transformC == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
|
||||
jobs.push_back(pointLightJob);
|
||||
void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto directionalLights = world->GetComponents("DirectionalLight");
|
||||
if (directionalLights != nullptr) {
|
||||
for (auto& directionalLightC : *directionalLights) {
|
||||
bool visable = directionalLightC["Visible"];
|
||||
if (!visable) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto transformC = world->GetComponent(directionalLightC.EntityID, "Transform");
|
||||
if (&transformC == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::shared_ptr<DirectionalLightJob> directionalLightJob = std::shared_ptr<DirectionalLightJob>(new DirectionalLightJob(transformC, directionalLightC, m_World));
|
||||
jobs.push_back(directionalLightJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -160,7 +180,8 @@ void RenderSystem::Update(World* world, double dt)
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
fillModels(scene.ForwardJobs, world);
|
||||
fillLight(scene.PointLightJobs, world);
|
||||
fillPointLights(scene.PointLightJobs, world);
|
||||
fillDirectionalLights(scene.DirectionalLightJobs, world);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
}
|
||||
|
||||
@@ -98,9 +98,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
|
||||
m_PickingPass->ClearPicking();
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
|
||||
FillDepth(*scene);
|
||||
SortRenderJobsByDepth(*scene);
|
||||
m_PickingPass->Draw(*scene);
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
@@ -147,6 +146,13 @@ void Renderer::InitializeTextures()
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
}
|
||||
|
||||
|
||||
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
|
||||
{
|
||||
//Sort all forward jobs so transparency is good.
|
||||
scene.ForwardJobs.sort(Renderer::DepthSort);
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
@@ -165,21 +171,4 @@ void Renderer::InitializeRenderPasses()
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||
}
|
||||
|
||||
//Temp func
|
||||
void Renderer::FillDepth(RenderScene& scene)
|
||||
{
|
||||
for (auto job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if(! modelJob) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
|
||||
glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
modelJob->Depth = worldpos.z;
|
||||
}
|
||||
scene.ForwardJobs.sort(Renderer::DepthSort);
|
||||
}
|
||||
+2
-3
@@ -29,7 +29,7 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
|
||||
// Create the renderer
|
||||
m_Renderer = new Renderer(m_EventBroker, m_World);
|
||||
m_Renderer = new Renderer(m_EventBroker);
|
||||
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
||||
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
||||
m_Renderer->SetResolution(Rectangle::Rectangle(
|
||||
@@ -64,8 +64,7 @@ Game::Game(int argc, char* argv[])
|
||||
EntityFileParser fp(file);
|
||||
fp.MergeEntities(m_World);
|
||||
}
|
||||
//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
|
||||
m_Renderer->m_World = m_World;
|
||||
|
||||
|
||||
// Create Octrees
|
||||
m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
|
||||
Reference in New Issue
Block a user