Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.vert.glsl # resources/Shaders/ForwardPlusSkinned.vert.glsl # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -4,6 +4,8 @@ AnimationSystem::AnimationSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EAutoAnimationBlend, &AnimationSystem::OnAutoAnimationBlend);
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EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &AnimationSystem::OnEntityDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_ESetBlendWeight, &AnimationSystem::OnSetBlendWeight);
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}
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void AnimationSystem::Update(double dt)
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@@ -122,16 +124,16 @@ void AnimationSystem::UpdateAnimations(double dt)
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}
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}
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void AnimationSystem::UpdateWeights(double dt)
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{
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for (auto& autoBlendQueue : m_AutoBlendQueues) {
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if(autoBlendQueue.second.HasActiveBlendJob()) {
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AutoBlendQueue::AutoBlendJob& blendJob = autoBlendQueue.second.GetActiveBlendJob();
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std::shared_ptr<BlendTree> blendTree = autoBlendQueue.second.GetBlendTree();
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for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
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LOG_INFO("%s", it->first.Name().c_str());
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it->second.PrintQueue();
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if(it->second.HasActiveBlendJob()) {
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AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
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LOG_INFO("%s", blendJob.RootNode.Name().c_str());
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std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
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if (blendTree != nullptr) {
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if (blendJob.Duration != 0.0) {
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blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
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@@ -140,10 +142,17 @@ void AnimationSystem::UpdateWeights(double dt)
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}
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blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo);
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} else {
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it = m_AutoBlendQueues.erase(it);
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}
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it++;
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} else {
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if (it->second.Empty()) {
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it = m_AutoBlendQueues.erase(it);
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} else {
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it++;
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}
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}
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}
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}
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@@ -177,46 +186,163 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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return false;
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}
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EntityWrapper subTreeRoot;
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EntityWrapper subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
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if (e.SingleLevelBlend) {
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subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
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if (!subTreeRoot.Valid()) {
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return false;
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}
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if (!subTreeRoot.Valid()) {
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return false;
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}
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AutoBlendQueue::AutoBlendJob abj;
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abj.AnimationEntity = e.AnimationEntity;
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abj.CurrentTime = 0.0;
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abj.Delay = e.Delay;
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abj.Duration = e.Duration;
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abj.RootNode = e.RootNode;
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AutoBlendQueue::AutoBlendJob abj;
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abj.AnimationEntity = e.AnimationEntity;
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abj.CurrentTime = 0.0;
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abj.Delay = e.Delay;
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abj.Duration = e.Duration;
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abj.RootNode = e.RootNode;
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abj.BlendInfo.NodeName = e.NodeName;
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abj.BlendInfo.progress = 0.0;
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abj.BlendInfo.Start = e.Start;
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abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
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abj.BlendInfo.Weight = e.Weight;
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abj.BlendInfo.NodeName = e.NodeName;
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abj.BlendInfo.progress = 0.0;
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abj.BlendInfo.Start = e.Start;
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abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
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abj.BlendInfo.Weight = e.Weight;
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EntityWrapper nodeEntity = subTreeRoot.FirstChildByName(e.NodeName); // more than one
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if (nodeEntity.Valid()) {
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if (nodeEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(nodeEntity["Animation"]["AnimationName"]);
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(bool&)nodeEntity["Animation"]["Reverse"] = e.Reverse;
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std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
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for(auto entity : animationEntities)
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if (entity.Valid()) {
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if (entity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
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(bool&)entity["Animation"]["Reverse"] = e.Reverse;
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if (e.Restart) {
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if (animation != nullptr) {
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if (e.Restart) {
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if (e.Reverse) {
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(double&)nodeEntity["Animation"]["Time"] = animation->Duration;
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} else {
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(double&)nodeEntity["Animation"]["Time"] = 0.0;
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if (e.Restart) {
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if (animation != nullptr) {
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if (e.Restart) {
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if (e.Reverse) {
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(double&)entity["Animation"]["Time"] = animation->Duration;
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} else {
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(double&)entity["Animation"]["Time"] = 0.0;
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}
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}
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}
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}
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}
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}
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m_AutoBlendQueues[subTreeRoot].Insert(abj);
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} else {
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std::vector<EntityWrapper> subtreeroots = blendTree->GetSingleLevelRoots(e.NodeName);
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for(auto entity : subtreeroots) {
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subTreeRoot = entity;
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if (!subTreeRoot.Valid()) {
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return false;
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}
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AutoBlendQueue::AutoBlendJob abj;
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abj.AnimationEntity = e.AnimationEntity;
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abj.CurrentTime = 0.0;
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abj.Delay = e.Delay;
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abj.Duration = e.Duration;
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abj.RootNode = e.RootNode;
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abj.BlendInfo.NodeName = e.NodeName;
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abj.BlendInfo.progress = 0.0;
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abj.BlendInfo.Start = e.Start;
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abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
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abj.BlendInfo.Weight = e.Weight;
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m_AutoBlendQueues[subTreeRoot].Insert(abj);
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}
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std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
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for (auto entity : animationEntities)
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if (entity.Valid()) {
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if (entity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
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(bool&)entity["Animation"]["Reverse"] = e.Reverse;
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if (e.Restart) {
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if (animation != nullptr) {
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if (e.Restart) {
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if (e.Reverse) {
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(double&)entity["Animation"]["Time"] = animation->Duration;
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} else {
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(double&)entity["Animation"]["Time"] = 0.0;
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}
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}
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}
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}
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}
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}
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}
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m_AutoBlendQueues[subTreeRoot].Insert(abj);
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return true;
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}
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bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
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{
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EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
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if (entity.HasComponent("Model")) {
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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if (skeleton == nullptr) {
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return false;
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}
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if (skeleton->BlendTrees.find(entity) != skeleton->BlendTrees.end()) {
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skeleton->BlendTrees.erase(entity);
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}
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}
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}
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bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
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{
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if (!e.RootNode.Valid()) {
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return false;
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}
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if (!e.RootNode.HasComponent("Model")) {
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return false;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
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} catch (const std::exception&) {
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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if (skeleton == nullptr) {
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return false;
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}
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std::shared_ptr<BlendTree> blendTree;
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if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
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blendTree = skeleton->BlendTrees.at(e.RootNode);
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} else {
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return false;
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}
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if(e.Weight >= 0 && e.Weight <= 1) {
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blendTree->SetWeightByName(e.NodeName, e.Weight);
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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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@@ -38,11 +38,14 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
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double animationSpeed = (double)autoBlendJob.AnimationEntity["Animation"]["Speed"];
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double animationTime = (double)autoBlendJob.AnimationEntity["Animation"]["Time"];
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if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
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AnimationDuration = (animation->Duration * animationSpeed) - (animation->Duration - animationTime);
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if (animationSpeed != 0) {
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if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
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AnimationDuration = (animation->Duration / animationSpeed) - (animation->Duration - animationTime);
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} else {
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AnimationDuration = (animation->Duration / animationSpeed) - animationTime;
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}
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} else {
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AnimationDuration = (animation->Duration * animationSpeed) - animationTime;
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return;
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}
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blendNode.StartTime += AnimationDuration;
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@@ -75,7 +78,6 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
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}
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}
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m_BlendQueue.clear();
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m_BlendQueue.push_back(blendNode);
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}
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@@ -124,7 +126,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
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try {
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model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
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} catch (const std::exception&) {
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m_BlendQueue.pop_front();
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//m_BlendQueue.pop_front();
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return HasActiveBlendJob();
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}
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@@ -2,11 +2,8 @@
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BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
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{
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m_Skeleton = skeleton;
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if (ModelEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
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if (animation == nullptr) {
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@@ -217,7 +214,6 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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}
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}
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}
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return blendInfo;
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}
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@@ -270,7 +266,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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currentNode = currentNode->Parent;
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if (blendInfo.SingleBlend) {
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break;
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return blendInfo;;
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}
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}
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} else if(goalNodes.size() >= 2) {
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@@ -331,9 +327,11 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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lastNode = currentNode;
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currentNode = currentNode->Parent;
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if (blendInfo.SingleBlend) {
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return blendInfo;
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}
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}
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}
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}
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return blendInfo;
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@@ -427,6 +425,55 @@ EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
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return subTreeRoots.front()->Entity;
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}
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std::vector<EntityWrapper> BlendTree::GetSingleLevelRoots(std::string name)
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{
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std::vector<Node*> nodes = FindNodesByName(name);
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std::vector<EntityWrapper> entities;
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for (auto it = nodes.begin(); it != nodes.end(); it++) {
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Node* currentNode = (*it)->Parent;
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if(currentNode->Entity.Valid()) {
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entities.push_back(currentNode->Entity);
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}
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}
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return entities;
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}
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std::vector<EntityWrapper> BlendTree::GetEntitesByName(std::string name)
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{
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std::vector<Node*> nodes = FindNodesByName(name);
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std::vector<EntityWrapper> entities;
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for (auto it = nodes.begin(); it != nodes.end(); it++) {
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Node* currentNode = (*it);
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if (currentNode->Entity.Valid()) {
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entities.push_back(currentNode->Entity);
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}
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}
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return entities;
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}
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void BlendTree::SetWeightByName(std::string name, double weight)
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{
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std::vector<Node*> nodes = FindNodesByName(name);
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for (auto node : nodes) {
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EntityWrapper entity = node->Entity;
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if(entity.HasComponent("Blend")) {
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entity["Blend"]["Weight"] = weight;
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node->Weight = weight;
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}
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}
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}
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void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
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{
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Node* currentNode;
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@@ -0,0 +1,282 @@
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#include "Rendering/BlurHUD.h"
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BlurHUD::BlurHUD(IRenderer* renderer)
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: m_Renderer(renderer)
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{
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InitializeShaderPrograms();
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InitializeBuffers();
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InitializeTextures();
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}
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void BlurHUD::InitializeTextures()
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{
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m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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}
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void BlurHUD::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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if (m_GaussianProgram_horiz->GetHandle() == 0) {
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_horiz->Link();
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}
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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if (m_GaussianProgram_vert->GetHandle() == 0) {
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_vert->Link();
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}
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m_FillDepthStencilProgram = ResourceManager::Load<ShaderProgram>("#FillDepthStencilProgram");
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if (m_FillDepthStencilProgram->GetHandle() == 0) {
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m_FillDepthStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthStencilProgram->Compile();
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m_FillDepthStencilProgram->Link();
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}
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m_CombineTexturesProgram = ResourceManager::Load<ShaderProgram>("#CombineTexturesProgram");
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if (m_CombineTexturesProgram->GetHandle() == 0) {
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m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineTexture.vert.glsl")));
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m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineTexture.frag.glsl")));
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m_CombineTexturesProgram->Compile();
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m_CombineTexturesProgram->BindFragDataLocation(0, "sceneColor");
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m_CombineTexturesProgram->BindFragDataLocation(1, "bloomColor");
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m_CombineTexturesProgram->Link();
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}
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GLERROR("Creating DepthFill program");
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}
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void BlurHUD::InitializeBuffers()
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{
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glm::vec2 res = glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glm::vec2 res2 = glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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CommonFunctions::GenerateTexture(&m_DepthStencil_horiz, GL_CLAMP_TO_BORDER, GL_NEAREST,
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res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_NEAREST,
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res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
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}
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m_GaussianFrameBuffer_horiz.Generate();
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|
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CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
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res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
|
||||
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||
|
||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_CombinedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
res, GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
if (m_CombinedTextureBuffer.GetHandle() == 0) {
|
||||
m_CombinedTextureBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_CombinedTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_CombinedTextureBuffer.Generate();
|
||||
}
|
||||
|
||||
|
||||
void BlurHUD::ClearBuffer()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_CombinedTextureBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_CombinedTextureBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
//Returns the finished blurred texture
|
||||
GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
|
||||
{
|
||||
GLERROR("DrawBloomPass::Draw: Pre");
|
||||
|
||||
FillStencil(scene);
|
||||
|
||||
RenderState state;
|
||||
state.Disable(GL_BLEND);
|
||||
state.Disable(GL_DEPTH_TEST);
|
||||
state.Disable(GL_CULL_FACE);
|
||||
|
||||
state.Enable(GL_STENCIL_TEST);
|
||||
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
state.StencilFunc(GL_EQUAL, 1, 0xFF);
|
||||
state.StencilMask(0x00);
|
||||
state.DepthMask(GL_FALSE);
|
||||
state.Enable(GL_SCISSOR_TEST);
|
||||
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_Iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//horizontal pass
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
|
||||
return m_GaussianTexture_vert;
|
||||
}
|
||||
|
||||
|
||||
void BlurHUD::OnWindowResize()
|
||||
{
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
}
|
||||
|
||||
void BlurHUD::FillStencil(RenderScene& scene)
|
||||
{
|
||||
RenderState state;
|
||||
|
||||
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
|
||||
state.Disable(GL_DEPTH_TEST);
|
||||
state.Enable(GL_CULL_FACE);
|
||||
state.Enable(GL_STENCIL_TEST);
|
||||
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
state.StencilMask(0xFF);
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||
|
||||
m_FillDepthStencilProgram->Bind();
|
||||
|
||||
GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
|
||||
for (auto& job : scene.Jobs.SpriteJob) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (!spriteJob) {
|
||||
continue;
|
||||
}
|
||||
if (!spriteJob->BlurBackground) {
|
||||
continue;
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
|
||||
state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
|
||||
for (auto& job : scene.Jobs.SpriteJob) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (!spriteJob) {
|
||||
continue;
|
||||
}
|
||||
if(!spriteJob->BlurBackground) {
|
||||
continue;
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
}
|
||||
|
||||
//Texture 1 will be used if texture 2 is black at that texel, else texture 2 is used.
|
||||
GLuint BlurHUD::CombineTextures(GLuint texture1, GLuint texture2)
|
||||
{
|
||||
//RenderState state;
|
||||
//state.BindFramebuffer(m_CombinedTextureBuffer.GetHandle());
|
||||
//state.Disable(GL_DEPTH_TEST);
|
||||
//state.Disable(GL_STENCIL_TEST);
|
||||
|
||||
m_CombineTexturesProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
return m_CombinedTexture;
|
||||
}
|
||||
@@ -50,13 +50,15 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
|
||||
|
||||
glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
|
||||
rotation = glm::quat((glm::vec3)entity["BoneAttachment"]["OrientationOffset"]) * rotation;
|
||||
rotation = glm::inverse(rotation);
|
||||
glm::vec3 angles = glm::eulerAngles(rotation);
|
||||
|
||||
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
|
||||
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
|
||||
(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
|
||||
(glm::vec3&)entity["Transform"]["Orientation"] = angles;
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
|
||||
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
|
||||
|
||||
@@ -9,9 +9,14 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
|
||||
}
|
||||
|
||||
DrawBloomPass::~DrawBloomPass() {
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
{
|
||||
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||
m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
|
||||
}
|
||||
|
||||
void DrawBloomPass::ChangeQuality(int quality)
|
||||
|
||||
@@ -13,13 +13,21 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
|
||||
InitializeFrameBuffers();
|
||||
}
|
||||
|
||||
DrawFinalPass::~DrawFinalPass(){
|
||||
CommonFunctions::DeleteTexture(&m_BloomTexture);
|
||||
CommonFunctions::DeleteTexture(&m_SceneTexture);
|
||||
CommonFunctions::DeleteTexture(&m_DepthBuffer);
|
||||
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
|
||||
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||
m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false);
|
||||
m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false);
|
||||
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
|
||||
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
|
||||
m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
|
||||
m_NeutralNormalTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/NeutralNormalMap.png");
|
||||
m_GreyTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Grey.png");
|
||||
m_ErrorTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/ErrorTexture.png");
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeFrameBuffers()
|
||||
@@ -234,7 +242,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
||||
{
|
||||
GLERROR("Pre");
|
||||
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
|
||||
@@ -281,16 +289,32 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
|
||||
GLERROR("Shielded Transparent objects");
|
||||
|
||||
//Generate blur texture.
|
||||
delete state;
|
||||
if (scene.ShouldBlur) {
|
||||
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
|
||||
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
|
||||
}
|
||||
|
||||
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
if(scene.ShouldBlur) {
|
||||
//Combine nonblur and blur texture
|
||||
stateSprite->Disable(GL_DEPTH_TEST);
|
||||
stateSprite->Disable(GL_STENCIL_TEST);
|
||||
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
|
||||
|
||||
}
|
||||
//Draw Transparen objects
|
||||
//state->BlendFunc(GL_ONE, GL_ONE);
|
||||
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
|
||||
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
GLERROR("TransparentObjects");
|
||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
stateSprite->Enable(GL_DEPTH_TEST);
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
|
||||
delete state;
|
||||
delete stateSprite;
|
||||
GLERROR("END");
|
||||
|
||||
}
|
||||
@@ -336,6 +360,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
||||
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
||||
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
||||
GLuint lastShader = 0;
|
||||
unsigned int lastModel = 0;
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
@@ -359,9 +385,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSkinned Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -381,8 +415,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
lastShader = m_ExplosionEffectProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffect Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -396,8 +439,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -413,9 +465,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
//bind uniforms
|
||||
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -428,8 +488,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
//draw
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
if (lastModel != explosionEffectJob->ModelID) {
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
lastModel = explosionEffectJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||
glEnable(GL_CULL_FACE);
|
||||
GLERROR("explosion effect end");
|
||||
@@ -443,8 +506,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -462,8 +534,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
lastShader = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ForwardPlusProgram Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -477,8 +558,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind SkinnedSplatMapProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind SkinnedSplatMapProgram Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -494,8 +584,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||
GLERROR("Bind SplatMap program");
|
||||
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind SplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -506,8 +605,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
}
|
||||
}
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
if (lastModel != modelJob->ModelID) {
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
lastModel = modelJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
if (GLERROR("models end")) {
|
||||
continue;
|
||||
@@ -536,6 +638,8 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
GLuint explosionSkinnedShieldCheckHandle = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
|
||||
GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
|
||||
GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
|
||||
GLuint lastShader = 0;
|
||||
unsigned int lastModel = 0;
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
@@ -556,9 +660,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
|
||||
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
if (lastShader != m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle()) {
|
||||
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
glUniform1i(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSkinned Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -577,8 +689,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
if (lastShader != m_ExplosionEffectShieldCheckProgram->GetHandle()) {
|
||||
m_ExplosionEffectShieldCheckProgram->Bind();
|
||||
lastShader = m_ExplosionEffectShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
glUniform1i(glGetUniformLocation(explosionShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffect Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -593,8 +714,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
if (lastShader != m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle()) {
|
||||
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -611,9 +741,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
//bind uniforms
|
||||
if (lastShader != m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle()) {
|
||||
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
glUniform1i(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -629,9 +767,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSkinned Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -649,8 +795,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
lastShader = m_ExplosionEffectProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffect Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -664,8 +819,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSkinnedSplatMap program");
|
||||
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSkinnedSplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -681,9 +845,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
//bind uniforms
|
||||
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
@@ -697,8 +869,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
//draw
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
if (lastModel != explosionEffectJob->ModelID) {
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
lastModel = explosionEffectJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||
glEnable(GL_CULL_FACE);
|
||||
GLERROR("explosion effect end");
|
||||
@@ -713,8 +888,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
if (lastShader != m_ForwardPlusSkinnedShieldCheckProgram->GetHandle()) {
|
||||
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
|
||||
lastShader = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -733,8 +917,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusShieldCheckProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
if (lastShader != m_ForwardPlusShieldCheckProgram->GetHandle()) {
|
||||
m_ForwardPlusShieldCheckProgram->Bind();
|
||||
lastShader = m_ForwardPlusShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ForwardPlusProgram Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -748,8 +941,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
if (lastShader != m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle()) {
|
||||
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
|
||||
lastShader = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusProgramSplatMapSkinned program");
|
||||
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ForwardPlusProgramSplatMapSkinned Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -765,8 +967,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
if (lastShader != m_ForwardPlusSplatMapShieldCheckProgram->GetHandle()) {
|
||||
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
|
||||
lastShader = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle();
|
||||
GLERROR("Bind SplatMap program");
|
||||
glUniform1i(glGetUniformLocation(forwardSplatShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSplatShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind SplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -782,8 +993,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -802,8 +1022,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
lastShader = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("Bind ForwardPlusProgram program");
|
||||
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind ForwardPlusProgram Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -817,8 +1046,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("Bind SplatMap program");
|
||||
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind SplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -834,8 +1072,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||
GLERROR("Bind SplatMap program");
|
||||
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind SplatMap Uniforms");
|
||||
}
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
||||
//bind textures
|
||||
@@ -847,8 +1094,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
}
|
||||
}
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
if (lastModel != modelJob->ModelID) {
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
lastModel = modelJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
if (GLERROR("models end")) {
|
||||
continue;
|
||||
@@ -953,17 +1203,26 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
|
||||
void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
|
||||
|
||||
GLuint shaderSkinnedHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
||||
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
|
||||
GLuint lastShader = 0;
|
||||
for (auto &job : jobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_FillDepthStencilBufferSkinnedProgram->Bind();
|
||||
GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
|
||||
m_FillDepthStencilBufferSkinnedProgram->Bind();
|
||||
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
||||
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind Uniforms 1");
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
GLERROR("Bind PVM uniform");
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
@@ -974,11 +1233,19 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_FillDepthStencilBufferProgram->Bind();
|
||||
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
|
||||
m_FillDepthStencilBufferProgram->Bind();
|
||||
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind Uniforms 2");
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
GLERROR("Bind PVM uniform");
|
||||
}
|
||||
|
||||
|
||||
@@ -1000,6 +1267,9 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
|
||||
GLuint shaderHandle = m_SpriteProgram->GetHandle();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
for(auto& job : jobs) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
RenderState jobState;
|
||||
@@ -1008,10 +1278,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
if(spriteJob->Depth == 0) {
|
||||
jobState.Disable(GL_DEPTH_TEST);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||
@@ -1041,17 +1308,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
||||
|
||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
GLERROR("Bind 1 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
GLERROR("Bind 2 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
GLERROR("Bind 3 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
GLERROR("Bind 4 uniform");
|
||||
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("Bind 5 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
|
||||
GLERROR("Bind PVM uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
|
||||
GLERROR("Bind VM uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
|
||||
GLERROR("Bind TIM uniform");
|
||||
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
GLERROR("Bind 6 uniform");
|
||||
@@ -1082,8 +1346,6 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
GLERROR("Bind 18 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
GLERROR("Bind 19 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("Bind 20 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
|
||||
@@ -1094,21 +1356,15 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
|
||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||
GLERROR("Bind 1 uniform");
|
||||
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
||||
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
GLERROR("Bind 2 uniform");
|
||||
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
|
||||
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
GLERROR("Bind 3 uniform");
|
||||
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
|
||||
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
GLERROR("Bind 4 uniform");
|
||||
|
||||
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
|
||||
glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
GLERROR("Bind 5 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
|
||||
GLERROR("Bind PVM uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
|
||||
GLERROR("Bind VM uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
|
||||
GLERROR("Bind TIM uniform");
|
||||
|
||||
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
|
||||
glUniform1f(Location_FillPercentage, job->FillPercentage);
|
||||
@@ -1121,11 +1377,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
||||
GLERROR("Bind 8 uniform");
|
||||
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
|
||||
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 9 uniform");
|
||||
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
|
||||
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
|
||||
|
||||
GLERROR("Bind 10 uniform");
|
||||
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
|
||||
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
|
||||
|
||||
|
||||
@@ -10,31 +10,31 @@ Model::Model(std::string fileName)
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
RawModel::MaterialSingleTextures* materialSingleTexture = static_cast<RawModel::MaterialSingleTextures*>(materialProperty.material);
|
||||
materialSingleTexture->ColorMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->ColorMap.TexturePath, false);
|
||||
materialSingleTexture->NormalMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->NormalMap.TexturePath, false);
|
||||
materialSingleTexture->SpecularMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->SpecularMap.TexturePath, false);
|
||||
materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->IncandescenceMap.TexturePath, false);
|
||||
materialSingleTexture->ColorMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->ColorMap.TexturePath);
|
||||
materialSingleTexture->NormalMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->NormalMap.TexturePath);
|
||||
materialSingleTexture->SpecularMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->SpecularMap.TexturePath);
|
||||
materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->IncandescenceMap.TexturePath);
|
||||
}
|
||||
break;
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
RawModel::MaterialSplatMapping* materialSplatMapping = static_cast<RawModel::MaterialSplatMapping*>(materialProperty.material);
|
||||
materialSplatMapping->SplatMap.Texture = CommonFunctions::LoadTexture(materialSplatMapping->SplatMap.TexturePath, false);
|
||||
materialSplatMapping->SplatMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSplatMapping->SplatMap.TexturePath);
|
||||
for (auto& texture : materialSplatMapping->ColorMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->NormalMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->SpecularMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->IncandescenceMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -12,7 +12,8 @@ PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb)
|
||||
|
||||
PickingPass::~PickingPass()
|
||||
{
|
||||
|
||||
CommonFunctions::DeleteTexture(&m_PickingTexture);
|
||||
CommonFunctions::DeleteTexture(&m_DepthBuffer);
|
||||
}
|
||||
|
||||
|
||||
@@ -61,8 +62,9 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
GLuint shaderHandle = m_PickingProgram->GetHandle();
|
||||
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
|
||||
GLuint lastShader = 0;
|
||||
unsigned int lastModel = 0;
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
@@ -98,10 +100,11 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
lastShader = m_PickingSkinnedProgram->GetHandle();
|
||||
}
|
||||
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;
|
||||
@@ -114,15 +117,19 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingProgram->GetHandle()) {
|
||||
m_PickingProgram->Bind();
|
||||
lastShader = m_PickingProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
if (lastModel != modelJob->ModelID) {
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
lastModel = modelJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
@@ -208,10 +215,11 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
|
||||
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));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
@@ -224,19 +232,24 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingProgram->GetHandle()) {
|
||||
m_PickingProgram->Bind();
|
||||
lastShader = m_PickingProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
if (lastModel != modelJob->ModelID) {
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
lastModel = modelJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingProgram->Bind();
|
||||
for (auto& job : scene.Jobs.SpriteJob) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (!spriteJob->Pickable) {
|
||||
@@ -271,14 +284,11 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -437,6 +437,7 @@ void RenderSystem::Update(double dt)
|
||||
}
|
||||
|
||||
RenderScene scene;
|
||||
scene.ShouldBlur = true;
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
|
||||
@@ -450,7 +451,7 @@ void RenderSystem::Update(double dt)
|
||||
fillModels(scene.Jobs);
|
||||
fillPointLights(scene.Jobs.PointLight, m_World);
|
||||
//TODO: Make sure all objects needed are also sorted.
|
||||
scene.Jobs.OpaqueObjects.sort();
|
||||
scene.Jobs.OpaqueObjects.sort([](auto& a, auto& b) {return *a < *b; });
|
||||
fillSprites(scene.Jobs.SpriteJob, m_World);
|
||||
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
|
||||
fillText(scene.Jobs.Text, m_World);
|
||||
|
||||
@@ -2,6 +2,19 @@
|
||||
|
||||
std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
|
||||
|
||||
Renderer::~Renderer() {
|
||||
delete m_PickingPass;
|
||||
delete m_LightCullingPass;
|
||||
delete m_ImGuiRenderPass;
|
||||
delete m_DrawFinalPass;
|
||||
delete m_DrawScreenQuadPass;
|
||||
delete m_DrawBloomPass;
|
||||
delete m_DrawColorCorrectionPass;
|
||||
delete m_SSAOPass;
|
||||
delete m_CubeMapPass;
|
||||
delete m_TextPass;
|
||||
}
|
||||
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||
@@ -110,7 +123,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
if(m_CubeMapTexture == 0) {
|
||||
m_CubeMapPass->LoadTextures("Nevada");
|
||||
@@ -134,6 +147,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_SSAOPass->ClearBuffer();
|
||||
m_ShadowPass->ClearBuffer();
|
||||
m_BlurHUDPass->ClearBuffer();
|
||||
m_ShadowPass->DebugGUI();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
GLERROR("ClearBuffers");
|
||||
@@ -163,7 +177,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
m_DrawFinalPass->Draw(*scene, m_BlurHUDPass);
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
@@ -199,6 +213,12 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
if (m_DebugTextureToDraw == 5) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->CombinedSceneTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->FullBlurredTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||
@@ -218,8 +238,8 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
m_ErrorTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
|
||||
}
|
||||
|
||||
|
||||
@@ -250,9 +270,10 @@ void Renderer::InitializeRenderPasses()
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||
m_ShadowPass = new ShadowPass(this);
|
||||
m_BlurHUDPass = new BlurHUD(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
|
||||
|
||||
}
|
||||
@@ -4,12 +4,19 @@ SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
|
||||
: m_Renderer(renderer)
|
||||
, m_Config(config)
|
||||
{
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
|
||||
|
||||
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
|
||||
|
||||
}
|
||||
|
||||
SSAOPass::~SSAOPass() {
|
||||
CommonFunctions::DeleteTexture(&m_SSAOTexture);
|
||||
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
|
||||
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
|
||||
}
|
||||
|
||||
void SSAOPass::ChangeQuality(int quality)
|
||||
{
|
||||
if (m_Quality == quality) {
|
||||
|
||||
@@ -4,22 +4,32 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
|
||||
{
|
||||
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
|
||||
|
||||
std::string shaderFile;
|
||||
std::ifstream in(fileName, std::ios::in);
|
||||
if (!in) {
|
||||
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
|
||||
return 0;
|
||||
}
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
std::string shaderFile = ReadFile(fileName);
|
||||
|
||||
GLuint shader = glCreateShader(shaderType);
|
||||
if (GLERROR("glCreateShader"))
|
||||
return 0;
|
||||
|
||||
std::size_t startPos = 0;
|
||||
std::size_t SEofNewFile[2];
|
||||
std::string key = "#include";
|
||||
while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
|
||||
{
|
||||
SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
|
||||
SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
|
||||
if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
|
||||
return 0;
|
||||
|
||||
std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
|
||||
std::string replacementString = ReadFile(replacementFileName);
|
||||
size_t firstof = replacementString.find_first_of((char)0);
|
||||
replacementString.erase(firstof, replacementString.size() - firstof);
|
||||
if (replacementString.length() <= 0)
|
||||
return 0;
|
||||
shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
|
||||
startPos += replacementString.length(); //This might not be wanted.
|
||||
}
|
||||
|
||||
const GLchar* shaderFiles = shaderFile.c_str();
|
||||
const GLint length = static_cast<GLint>(shaderFile.length());
|
||||
glShaderSource(shader, 1, &shaderFiles, &length);
|
||||
@@ -46,6 +56,24 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
|
||||
return shader;
|
||||
}
|
||||
|
||||
std::string Shader::ReadFile(std::string fileName)
|
||||
{
|
||||
std::string shaderFile;
|
||||
std::ifstream in(fileName, std::ios::in);
|
||||
if (!in) {
|
||||
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
|
||||
return "";
|
||||
}
|
||||
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
return shaderFile;
|
||||
}
|
||||
|
||||
|
||||
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
|
||||
{
|
||||
m_ShaderHandle = 0;
|
||||
|
||||
@@ -321,6 +321,8 @@ Skeleton::~Skeleton()
|
||||
for (auto &kv : Bones) {
|
||||
delete kv.second;
|
||||
}
|
||||
|
||||
BlendTrees.clear();
|
||||
}
|
||||
|
||||
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
|
||||
|
||||
@@ -4,18 +4,6 @@ Texture::Texture(std::string path)
|
||||
{
|
||||
PNG* img = ResourceManager::Load<PNG, true>(path); //TODO: Make this threaded. Catch exeptions in all other load places.
|
||||
|
||||
//PNG image(path);
|
||||
|
||||
//if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
|
||||
// //image = PNG("Textures/Core/ErrorTexture.png");
|
||||
// //return; // Temporary fix to remove crash
|
||||
|
||||
// if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
|
||||
// LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||
// return;
|
||||
// }
|
||||
//}
|
||||
|
||||
this->Width = img->Width;
|
||||
this->Height = img->Height;
|
||||
this->Data = img->Data;
|
||||
@@ -29,9 +17,9 @@ Texture::Texture(std::string path)
|
||||
format = GL_RGBA;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Construct the OpenGL texture
|
||||
|
||||
glGenTextures(1, &m_Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#include "Rendering/TextureSprite.h"
|
||||
|
||||
TextureSprite::TextureSprite(std::string path)
|
||||
:Texture(path)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
GLERROR("Texture load");
|
||||
}
|
||||
@@ -1,23 +1,5 @@
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
|
||||
Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
if(threaded) {
|
||||
img = ResourceManager::Load<Texture, true>(path);
|
||||
} else {
|
||||
img = ResourceManager::Load<Texture, false>(path);
|
||||
}
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = nullptr;
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
|
||||
@@ -37,7 +37,7 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
|
||||
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;
|
||||
|
||||
Reference in New Issue
Block a user