diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h new file mode 100644 index 00000000..1a201daf --- /dev/null +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -0,0 +1,38 @@ +#ifndef DrawFinalPass_h__ +#define DrawFinalPass_h__ + +#include "IRenderer.h" +#include "DrawFinalPassState.h" +#include "LightCullingPass.h" +#include "FrameBuffer.h" +#include "ShaderProgram.h" +#include "Util/UnorderedMapVec2.h" +#include "Texture.h" + +class DrawFinalPass +{ +public: + DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass); + ~DrawFinalPass() { } + void InitializeTextures(); + void InitializeFrameBuffers(); + void InitializeShaderPrograms(); + + void Draw(RenderQueueCollection& rq); + + //Getters + + +private: + void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; + + Texture* m_WhiteTexture; + + const IRenderer* m_Renderer; + const LightCullingPass* m_LightCullingPass; + + ShaderProgram* m_ForwardPlusProgram; + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/DrawFinalPassState.h b/include/Engine/Rendering/DrawFinalPassState.h new file mode 100644 index 00000000..72d8e392 --- /dev/null +++ b/include/Engine/Rendering/DrawFinalPassState.h @@ -0,0 +1,15 @@ +#ifndef DrawFinalPassState_h__ +#define DrawFinalPassState_h__ + +#include "Rendering/RenderState.h" + +class DrawFinalPassState : public RenderState +{ +public: + DrawFinalPassState(); + ~DrawFinalPassState(); +private: + +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index 83eb8066..501718e7 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -13,6 +13,7 @@ #include "PickingPass.h" #include "DrawScenePass.h" #include "LightCullingPass.h" +#include "DrawFinalPass.h" #include "../Core/EventBroker.h" #include "EPicking.h" @@ -45,6 +46,7 @@ private: PickingPass* m_PickingPass; LightCullingPass* m_LightCullingPass; ImGuiRenderPass* m_ImGuiRenderPass; + DrawFinalPass* m_DrawFinalPass; //----------------------Functions----------------------// void InitializeWindow(); @@ -56,21 +58,10 @@ private: //void PickingPass(RenderQueueCollection& rq); void DrawScreenQuad(GLuint textureToDraw); - //----------------------Forward+-----------------------// - void DrawForwardPlus(RenderQueueCollection& rq); - //Frustum - - - //-------------------------SSBO------------------------// - - void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); //--------------------ShaderPrograms-------------------// ShaderProgram* m_BasicForwardProgram; ShaderProgram* m_DrawScreenQuadProgram; - - ShaderProgram* m_ForwardPlusProgram; - }; #endif \ No newline at end of file diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp new file mode 100644 index 00000000..359981d3 --- /dev/null +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -0,0 +1,65 @@ +#include "Rendering/DrawFinalPass.h" + +DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass) +{ + m_Renderer = renderer; + m_LightCullingPass = lightCullingPass; + InitializeTextures(); + InitializeShaderPrograms(); +} + +void DrawFinalPass::InitializeTextures() +{ + m_WhiteTexture = ResourceManager::Load("Textures/Core/Blank.png"); +} + +void DrawFinalPass::InitializeShaderPrograms() +{ + m_ForwardPlusProgram = ResourceManager::Load("#ForwardPlusProgram"); + m_ForwardPlusProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); + m_ForwardPlusProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlus.frag.glsl"))); + m_ForwardPlusProgram->Compile(); + m_ForwardPlusProgram->Link(); +} + +void DrawFinalPass::Draw(RenderQueueCollection& rq) +{ + GLERROR("DrawFinalPass::Draw: Pre"); + + DrawFinalPassState state; + m_ForwardPlusProgram->Bind(); + GLuint shaderHandle = m_ForwardPlusProgram->GetHandle(); + + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix())); + + //TODO: Render: Add code for more jobs than modeljobs. + for (auto &job : rq.Forward) { + auto modelJob = std::dynamic_pointer_cast(job); + if(modelJob) { + //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix)); + glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); + + if(modelJob->DiffuseTexture != nullptr) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture); + } else { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); + } + + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex); + + continue; + } + } + GLERROR("DrawFinalPass::Draw: END"); + +} diff --git a/src/Engine/Rendering/DrawFinalPassState.cpp b/src/Engine/Rendering/DrawFinalPassState.cpp new file mode 100644 index 00000000..7bfb99b5 --- /dev/null +++ b/src/Engine/Rendering/DrawFinalPassState.cpp @@ -0,0 +1,17 @@ +#include "Rendering/DrawFinalPassState.h" + + +DrawFinalPassState::DrawFinalPassState() +{ + BindFramebuffer(0); + + Enable(GL_DEPTH_TEST); + Enable(GL_CULL_FACE); + ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f)); + Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +} + +DrawFinalPassState::~DrawFinalPassState() +{ + +} diff --git a/src/Engine/Rendering/DrawScenePass.cpp b/src/Engine/Rendering/DrawScenePass.cpp index 34fc6d12..19de3d58 100644 --- a/src/Engine/Rendering/DrawScenePass.cpp +++ b/src/Engine/Rendering/DrawScenePass.cpp @@ -14,15 +14,12 @@ void DrawScenePass::InitializeTextures() void DrawScenePass::InitializeShaderPrograms() { - //Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat. m_BasicForwardProgram = ResourceManager::Load("#BasicForwardProgram"); m_BasicForwardProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/BasicForward.vert.glsl"))); m_BasicForwardProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/BasicForward.frag.glsl"))); m_BasicForwardProgram->Compile(); m_BasicForwardProgram->Link(); - - } void DrawScenePass::Draw(RenderQueueCollection& rq) @@ -61,6 +58,12 @@ void DrawScenePass::Draw(RenderQueueCollection& rq) continue; } + auto spriteJob = std::dynamic_pointer_cast(job); + if(spriteJob) + { + //Hello im a sprite, please draw me. + } + } GLERROR("DrawScenePass::Draw: End"); } diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 66b88092..9a0c1c2e 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -72,47 +72,12 @@ void Renderer::InitializeShaders() m_DrawScreenQuadProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl"))); m_DrawScreenQuadProgram->Compile(); m_DrawScreenQuadProgram->Link(); - - m_ForwardPlusProgram = ResourceManager::Load("#ForwardPlusProgram"); - m_ForwardPlusProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); - m_ForwardPlusProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlus.frag.glsl"))); - m_ForwardPlusProgram->Compile(); - m_ForwardPlusProgram->Link(); } void Renderer::InputUpdate(double dt) { static DebugCameraInputController firstPersonInputController(m_EventBroker, -1); - glm::vec3 m_Position = m_Camera->Position(); - if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS) - { - m_Position = glm::vec3(0.f, 0.f, 5.f); - } - if (glfwGetKey(m_Window, GLFW_KEY_W) == GLFW_PRESS) - { - m_Position += m_Camera->Forward() * m_CameraMoveSpeed * (float)dt; - } - if (glfwGetKey(m_Window, GLFW_KEY_S) == GLFW_PRESS) - { - m_Position -= m_Camera->Forward() * m_CameraMoveSpeed * (float)dt; - } - if (glfwGetKey(m_Window, GLFW_KEY_D) == GLFW_PRESS) - { - m_Position += m_Camera->Right() * m_CameraMoveSpeed * (float)dt; - } - if (glfwGetKey(m_Window, GLFW_KEY_A) == GLFW_PRESS) - { - m_Position -= m_Camera->Right() * m_CameraMoveSpeed * (float)dt; - } - if (glfwGetKey(m_Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) - { - m_CameraMoveSpeed = 5.f; - } - else { - m_CameraMoveSpeed = 0.5f; - } - firstPersonInputController.Update(dt); m_Camera->SetOrientation(firstPersonInputController.Orientation()); m_Camera->SetPosition(firstPersonInputController.Position()); @@ -132,7 +97,7 @@ void Renderer::Draw(RenderQueueCollection& rq) m_LightCullingPass->CullLights(); //m_DrawScenePass->Draw(rq); - DrawForwardPlus(rq); + m_DrawFinalPass->Draw(rq); glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f); GLERROR("Renderer::Draw m_DrawScenePass->Draw"); m_ImGuiRenderPass->Draw(); @@ -183,50 +148,5 @@ void Renderer::InitializeRenderPasses() m_DrawScenePass = new DrawScenePass(this); m_PickingPass = new PickingPass(this, m_EventBroker); m_LightCullingPass = new LightCullingPass(this); -} - -void Renderer::DrawForwardPlus(RenderQueueCollection& rq) -{ - GLERROR("Renderer::DrawForwardPlus: Pre"); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - glClearColor(200.f / 255, 0.f / 255, 200.f / 255, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_ForwardPlusProgram->Bind(); - GLuint ShaderHandle = m_ForwardPlusProgram->GetHandle(); - - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); - //TODO: Render: Add code for more jobs than modeljobs. - for (auto &job : rq.Forward) { - auto modelJob = std::dynamic_pointer_cast(job); - if (modelJob) { - - //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms - glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix)); - glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); - glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); - - //TODO: Renderer: bättre textur felhantering samt fler texturer stöd - if (modelJob->DiffuseTexture != nullptr) { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture); - } else { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); - } - - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); - glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex); - - continue; - } - } - GLERROR("Renderer::DrawForwardPlus: End"); -} - + m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass); +} \ No newline at end of file