Merge remote-tracking branch 'origin/master' into Forward+

# Conflicts:
#	include/Engine/Rendering/PickingPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Schema/Entities/Test.xml
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
This commit is contained in:
Tleety
2016-01-15 11:01:58 +01:00
61 changed files with 1240 additions and 945 deletions
+2 -1
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@@ -14,6 +14,7 @@ struct ComponentInfo
struct Field_t
{
std::string Name;
std::string Type;
unsigned int Offset;
unsigned int Stride;
@@ -21,7 +22,7 @@ struct ComponentInfo
std::string Name;
std::unordered_map<std::string, Field_t> Fields;
std::vector<const Field_t*> FieldsInOrder;
std::vector<std::string> FieldsInOrder;
Meta_t Meta;
std::shared_ptr<char> Defaults = nullptr;
};
+62
View File
@@ -0,0 +1,62 @@
#ifndef Transform_h__
#define Transform_h__
#include "../GLM.h"
#include "World.h"
static class Transform
{
public:
static glm::vec3 AbsolutePosition(World* world, EntityID entity)
{
glm::vec3 position;
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
EntityID parent = world->GetParent(entity);
position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
entity = parent;
}
return position;
};
static glm::quat AbsoluteOrientation(World* world, EntityID entity)
{
glm::quat orientation;
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
entity = world->GetParent(entity);
}
return orientation;
};
static glm::vec3 AbsoluteScale(World* world, EntityID entity)
{
glm::vec3 scale(1.f);
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
scale *= (glm::vec3)transform["Scale"];
entity = world->GetParent(entity);
}
return scale;
};
static glm::mat4 ModelMatrix(EntityID entity, World* world)
{
glm::vec3 position = Transform::AbsolutePosition(world, entity);
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
return modelMatrix;
}
};
#endif
+5 -5
View File
@@ -9,9 +9,8 @@
#include "../Core/ConfigFile.h"
#include "../Input/EInputCommand.h"
#include "../Rendering/IRenderer.h"
#include "../Rendering/EPicking.h"
#include "../Core/Transform.h"
#include "../Core/EFileDropped.h"
#include "../Rendering/RenderQueueFactory.h"
#include "../Core/EntityFilePreprocessor.h"
#include "../Core/EntityFileParser.h"
#include "../Core/EntityFileWriter.h"
@@ -26,6 +25,7 @@ public:
private:
IRenderer* m_Renderer;
World* m_World = nullptr;
Camera* m_Camera = nullptr;
bool m_Enabled;
bool m_Visible;
@@ -57,6 +57,7 @@ private:
EntityID m_WidgetOrigin = EntityID_Invalid;
glm::vec3 m_WidgetCurrentAxis;
float m_WidgetPickingDepth = 0.f;
glm::vec3 m_WidgetPickingPosition = glm::vec3(0);
EntityID m_Selection = EntityID_Invalid;
EntityID m_LastSelection = EntityID_Invalid;
@@ -75,11 +76,10 @@ private:
bool OnMousePress(const Events::MousePress& e);
EventRelay<EditorSystem, Events::MouseMove> m_EMouseMove;
bool OnMouseMove(const Events::MouseMove& e);
EventRelay<EditorSystem, Events::Picking> m_EPicking;
bool OnPicking(const Events::Picking& e);
EventRelay<EditorSystem, Events::FileDropped> m_EFileDropped;
bool OnFileDropped(const Events::FileDropped& e);
void Picking();
void createWidget();
void updateWidget();
void setWidgetMode(WidgetMode newMode);
+1 -1
View File
@@ -40,7 +40,7 @@ public:
m_TexturePressed = resourceName;
}
void Draw(RenderQueueCollection& rq) override
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
+2 -2
View File
@@ -212,7 +212,7 @@ public:
virtual void Update(double dt) { }
void DrawLayered(RenderQueueCollection& rq)
void DrawLayered(RenderScene& rq)
{
if (this->Hidden())
return;
@@ -232,7 +232,7 @@ public:
}
}
virtual void Draw(RenderQueueCollection& rq) { }
virtual void Draw(RenderScene& rq) { }
protected:
::EventBroker* m_EventBroker;
+1 -1
View File
@@ -16,7 +16,7 @@ public:
void EnableScissor() { m_ScissorEnabled = true; }
void DisableScissor() { m_ScissorEnabled = false; }
void Draw(RenderQueueCollection& rq) override
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr)
return;
+3 -4
View File
@@ -23,7 +23,6 @@ public:
~Client();
void Start(World* world, EventBroker* eventBroker) override;
void Update() override;
void Close();
private:
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
@@ -32,7 +31,7 @@ private:
// Sending message to server logic
int bytesRead = -1;
char readBuf[1024] = { 0 };
char readBuf[INPUTSIZE] = { 0 };
int snapshotInterval = 33;
std::clock_t previousSnapshotMessage = std::clock();
@@ -49,7 +48,6 @@ private:
// Network logic
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
bool m_ThreadIsRunning = true;
double m_DurationOfPingTime;
std::clock_t m_StartPingTime;
// Use to check if we should send disconnect message
@@ -59,7 +57,7 @@ private:
// Private member functions
void readFromServer();
void sendSnapshotToServer();
int receive(char* data, size_t length);
int receive(char* data, size_t length);
void send(Packet& packet);
void connect();
void disconnect();
@@ -67,6 +65,7 @@ private:
void moveMessageHead(char*& data, size_t& length, size_t stepSize);
void parseMessageType(Packet& packet);
void parseEventMessage(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
void parseConnect(Packet& packet);
void parsePing();
void parseServerPing();
+1 -1
View File
@@ -6,7 +6,7 @@
#include "Network/Packet.h"
#define MAXCONNECTIONS 8
#define INPUTSIZE 128
#define INPUTSIZE 4097
class Network
{
+9 -4
View File
@@ -14,15 +14,17 @@ public:
Packet(MessageType type, unsigned int& packetID);
// Used to create packet from already existing data buffer.
Packet(char* data, const int sizeOfPacket);
~Packet();
void Init(MessageType type, unsigned int& packetID);
// Add primitive types like int, float, char...
template<typename T>
void WritePrimitive(T val)
{
// Check if we are trying to add more than the package can fit.
if (m_MaxPacketSize < m_Offset + sizeof(T)) {
LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for!");
LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
}
memcpy(m_Data + m_Offset, &val, sizeof(T));
m_Offset += sizeof(T);
@@ -41,7 +43,7 @@ public:
return returnValue;
}
// Add a string to the message
void WriteString(std::string str);
void WriteString(const std::string& str);
// Add data to the message
void WriteData(char* data, int sizeOfData);
// Pops the first element as if it was a string.
@@ -50,12 +52,15 @@ public:
int Size() { return m_Offset; };
char* Data() { return m_Data; };
unsigned int DataReadSize() { return m_ReturnDataOffset; }
unsigned int MaxSize() { return m_MaxPacketSize; }
private:
char* m_Data;
unsigned int m_ReturnDataOffset = 0;
int m_Offset = 0;
unsigned int m_MaxPacketSize = 128;
unsigned int m_MaxPacketSize = 512;
void resizeData();
};
#endif
+1 -6
View File
@@ -20,8 +20,6 @@ public:
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
void Close();
private:
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
@@ -30,7 +28,7 @@ private:
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
// Sending messages to client logic
char readBuffer[1024] = { 0 };
char readBuffer[INPUTSIZE] = { 0 };
int bytesRead = 0;
// time for previouse message
std::clock_t previousePingMessage = std::clock();
@@ -55,9 +53,6 @@ private:
unsigned int m_PacketID;
unsigned int m_PreviousPacketID;
unsigned int m_SendPacketID;
// Close logic
bool m_ThreadIsRunning = true;
// Private member functions
int receive(char* data, size_t length);
+6 -8
View File
@@ -26,13 +26,12 @@ public:
glm::quat Orientation() const { return m_Orientation; }
void SetOrientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void SetProjectionMatrix(glm::mat4 val);
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void SetViewMatrix(glm::mat4 val);
float AspectRatio() const { return m_AspectRatio; }
void SetAspectRatio(float val);
@@ -46,11 +45,10 @@ public:
float FarClip() const { return m_FarClip; }
void SetFarClip(float val);
void UpdateViewMatrix();
void UpdateProjectionMatrix();
private:
void UpdateViewMatrix();
void UpdateProjectionMatrix();
glm::vec3 m_Position;
glm::quat m_Orientation;
@@ -9,6 +9,9 @@ public:
: FirstPersonInputController(eventBroker, playerID)
{ }
void SetPosition(const glm::vec3 position) { m_Position = position; }
void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; }
const glm::vec3 Position() const { return m_Position; }
void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
+1 -1
View File
@@ -18,7 +18,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderQueueCollection& rq);
void Draw(RenderScene& scene);
//Getters
+7 -1
View File
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderQueueCollection& rq);
void Draw(RenderScene& scene);
//Getters
@@ -25,12 +25,18 @@ public:
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j)
{
return (i->Depth < j->Depth);
};
Texture* m_WhiteTexture;
const IRenderer* m_Renderer;
ShaderProgram* m_BasicForwardProgram;
};
#endif
+1 -1
View File
@@ -9,7 +9,7 @@ class DummyRenderer : public IRenderer
{
public:
virtual void Initialize() override;
virtual void Draw(RenderQueueCollection& rq) override;
virtual void Draw(RenderFrame& rq) override;
};
#endif
-74
View File
@@ -1,74 +0,0 @@
#ifndef Events_Picking_h__
#define Events_Picking_h__
#include "../OpenGL.h"
#include "../GLM.h"
#include "../Core/EventBroker.h"
#include "Util/ScreenCoords.h"
#include "FrameBuffer.h"
#include "../Core/Entity.h"
#include "Util/UnorderedMapVec2.h"
namespace Events
{
/** Thrown Every frame, use functions to pick*/
struct Picking : Event
{
public:
Picking(FrameBuffer* pickingBuffer, GLuint* depthBuffer, glm::mat4 projectionMatrix, glm::mat4 viewMatrix, Rectangle resolution, const std::unordered_map<glm::vec2, EntityID>* pickingColorsToEntity)
: PickingBuffer(pickingBuffer)
, DepthBuffer(depthBuffer)
, ProjectionMatrix(projectionMatrix)
, ViewMatrix(viewMatrix)
, Resolution(resolution)
, PickingColorsToEntity(pickingColorsToEntity)
{ }
struct PickData
{
//Picked Entity
EntityID Entity;
//World position of the "pick"
glm::vec3 Position;
// Depth
float Depth;
};
PickData Pick(glm::vec2 screenCoord) const
{
PickData pickData;
// Invert screen y coordinate
screenCoord.y = Resolution.Height - screenCoord.y;
ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
pickData.Depth = data.Depth;
auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1]));
if (it != PickingColorsToEntity->end()) {
pickData.Entity = it->second;
} else {
pickData.Entity = EntityID_Invalid;
}
pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix);
return pickData;
}
private:
FrameBuffer* PickingBuffer;
GLuint* DepthBuffer;
const glm::mat4 ProjectionMatrix;
const glm::mat4 ViewMatrix;
const Rectangle Resolution;
const std::unordered_map<glm::vec2, EntityID>* PickingColorsToEntity;
};
}
#endif
+23
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@@ -0,0 +1,23 @@
#ifndef Events_SetCamera_h__
#define Events_SetCamera_h__
#include "../Core/EventBroker.h"
#include "../Core/Entity.h"
#include <string.h>
namespace Events
{
struct SetCamera : Event
{
public:
SetCamera() { };
std::string Name;
private:
};
}
#endif
+22 -14
View File
@@ -10,9 +10,17 @@
#include "RenderQueue.h"
#include "Model.h"
#include "../Core/World.h" //So temp
#include "RenderQueueFactory.h" //So temp
struct PickData
{
EntityID Entity;
glm::vec3 Position; //World position
float Depth;
::Camera* Camera;
const ::World* World;
};
class IRenderer
{
public:
@@ -23,19 +31,19 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
virtual void Initialize() = 0;
virtual void Update(double dt) = 0;
virtual void Draw(RenderQueueCollection& rq) = 0;
virtual void Draw(RenderFrame& rq) = 0;
virtual PickData Pick(glm::vec2 screenCord) = 0;
World* m_World; //Temp world, untill viktor merge.
@@ -45,9 +53,9 @@ protected:
bool m_VSYNC = false;
int m_GLVersion[2];
std::string m_GLVendor;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
GLFWwindow* m_Window = nullptr;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
};
#endif // Renderer_h__
+4 -3
View File
@@ -7,6 +7,7 @@
#include "IRenderer.h"
#include "LightCullingPassState.h"
#include "ShaderProgram.h"
#include "RenderQueue.h"
class LightCullingPass
@@ -15,9 +16,9 @@ public:
LightCullingPass(IRenderer* renderer);
~LightCullingPass();
void GenerateNewFrustum();
void CullLights();
void FillLightList(RenderQueueCollection& rq);
void GenerateNewFrustum(RenderScene& scene);
void CullLights(RenderScene& scene);
void FillLightList(RenderScene& scene);
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
GLuint LightSSBO() const { return m_LightSSBO; }
+55
View File
@@ -0,0 +1,55 @@
#ifndef ModelJob_h__
#define ModelJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world)
: RenderJob()
{
Model = model;
TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
DiffuseTexture = texGroup.Texture.get();
NormalTexture = texGroup.NormalMap.get();
SpecularTexture = texGroup.SpecularMap.get();
StartIndex = texGroup.StartIndex;
EndIndex = texGroup.EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
World = world;
};
unsigned int TextureID;
unsigned int ShaderID;
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
void CalculateHash() override
{
Hash = TextureID;
}
};
#endif
+20 -5
View File
@@ -7,9 +7,9 @@
#include "PickingPassState.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Util/UnorderedMapiVec2.h"
#include "../Core/EventBroker.h"
#include "EPicking.h"
#include "../Core/World.h"
@@ -22,15 +22,19 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderQueueCollection& rq);
void Draw(RenderScene& scene);
void ClearPicking();
//Getters
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; }
GLuint DepthBuffer() const { return m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord);
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
@@ -39,13 +43,24 @@ private:
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
Camera* m_Camera;
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
struct PickingInfo
{
EntityID Entity;
const ::World* World;
::Camera* Camera;
};
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
FrameBuffer m_PickingBuffer;
int m_ColorCounter[2];
std::map<std::tuple<EntityID, const World*, Camera*>, glm::ivec2> m_EntityColors;
};
#endif
+36
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@@ -0,0 +1,36 @@
#ifndef PointLightJob_h__
#define PointLightJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderJob.h"
struct PointLightJob : RenderJob
{
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent)
: RenderJob()
{
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
Color = (glm::vec4)pointLightComponent["Color"];
Radius = (double)pointLightComponent["Radius"];
Intensity = (double)pointLightComponent["Intensity"];
Falloff = (double)pointLightComponent["Falloff"];
};
glm::vec4 Position;
glm::vec4 Color;
float Radius;
float Intensity;
float Falloff;
float padding = 123;
void CalculateHash() override
{
Hash = 0;
}
};
#endif
+1
View File
@@ -46,6 +46,7 @@ public:
struct MaterialGroup
{
float Shininess;
float Transparency;
std::shared_ptr<::Texture> Texture;
std::shared_ptr<::Texture> NormalMap;
std::shared_ptr<::Texture> SpecularMap;
+32
View File
@@ -0,0 +1,32 @@
#ifndef RenderJob_h__
#define RenderJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderQueue.h"
struct RenderJob
{
friend class RenderQueue;
public:
float Depth;
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
#endif
+41 -98
View File
@@ -8,61 +8,13 @@
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/Entity.h"
#include "Camera.h"
#include "RenderJob.h"
#include "ModelJob.h"
#include "PointLightJob.h"
class Model;
class Skeleton;
class Texture;
class RenderQueue;
//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
struct RenderJob
{
friend class RenderQueue;
float Depth;
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
struct ModelJob : RenderJob
{
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
EntityID Entity;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess = 0.f;
glm::vec4 Color;
const Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
// Animation
Skeleton* Skeleton = nullptr;
bool NoRootMotion = true;
std::string AnimationName;
double AnimationTime = 0;
void CalculateHash() override
{
Hash = TextureID;
}
};
/*
struct SpriteJob : RenderJob
{
unsigned int ShaderID = 0;
@@ -94,62 +46,53 @@ struct PointLightJob : RenderJob
Hash = 0;
}
};
*/
class RenderQueue
struct RenderScene
{
public:
template <typename T>
void Add(T &job)
{
job.CalculateHash();
Jobs.push_back(std::shared_ptr<T>(new T(job)));
m_Size++;
}
void Sort()
{
Jobs.sort();
}
::Camera* Camera;
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
Rectangle Viewport;
void Clear()
{
Jobs.clear();
m_Size = 0;
ForwardJobs.clear();
PointLightJobs.clear();
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return Jobs.begin();
}
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
{
return Jobs.end();
}
std::list<std::shared_ptr<RenderJob>> Jobs;
private:
int m_Size = 0;
};
struct RenderQueueCollection
struct RenderFrame
{
RenderQueue Forward;
RenderQueue Lights;
public:
void Clear()
{
Forward.Clear();
Lights.Clear();
}
void Add(RenderScene &scene)
{
RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
m_Size++;
}
void Sort()
{
Forward.Sort();
Lights.Sort();
}
void Clear()
{
RenderScenes.clear();
m_Size = 0;
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
{
return RenderScenes.begin();
}
std::list<std::shared_ptr<RenderScene>>::const_iterator end()
{
return RenderScenes.end();
}
std::list<std::shared_ptr<RenderScene>> RenderScenes;
private:
int m_Size = 0;
};
#endif
@@ -1,31 +0,0 @@
#ifndef RenderQueueFactory_h__
#define RenderQueueFactory_h__
#include "../Core/World.h"
#include "RenderQueue.h"
#include "../Core/ResourceManager.h"
#include "Model.h"
#include "../GLM.h"
class RenderQueueFactory
{
public:
RenderQueueFactory();
void Update(World* world);
RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
static glm::vec3 AbsolutePosition(World* world, EntityID entity);
static glm::quat AbsoluteOrientation(World* world, EntityID entity);
static glm::vec3 AbsoluteScale(World* world, EntityID entity);
private:
RenderQueueCollection m_RenderQueues;
void FillModels(World* world, RenderQueue* renderQueue);
void FillLights(World* world, RenderQueue* renderQueue);
glm::mat4 ModelMatrix(World* world, EntityID entity);
};
#endif
+55
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@@ -0,0 +1,55 @@
#ifndef RenderSystem_h__
#define RenderSystem_h__
#include "../Core/System.h"
#include "RenderQueue.h"
#include "../GLM.h"
#include "../OpenGL.h"
#include "../Core/ResourceManager.h"
#include "ESetCamera.h"
#include "Model.h"
#include "../Core/EKeyDown.h"
#include "../Input/EInputCommand.h"
#include "Camera.h"
#include "ModelJob.h"
#include "Renderer.h"
#include "PointLightJob.h"
#include "../Core/Transform.h"
class RenderSystem : public ImpureSystem
{
public:
RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(World* world, double dt) override;
private:
World* m_World = nullptr;
const IRenderer* m_Renderer = nullptr;
RenderFrame* m_RenderFrame;
bool m_SwitchCamera = false;
Camera* m_Camera = nullptr;
Camera* m_DefaultCamera = nullptr;
std::list<ComponentWrapper> m_CameraComponents;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera &event);
EntityID m_CurrentCamera = EntityID_Invalid;
void switchCamera(EntityID entity);
void updateCamera(World* world, double dt);
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
glm::mat4 m_ViewMatrix;
glm::mat4 m_ProjectionMatrix;
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
};
#endif
+9 -10
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@@ -12,34 +12,34 @@
#include "../Core/World.h"
#include "PickingPass.h"
#include "DrawScenePass.h"
#include "DebugCameraInputController.h"
#include "LightCullingPass.h"
#include "DrawFinalPass.h"
#include "../Core/EventBroker.h"
#include "EPicking.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
#include "../Core/Transform.h"
class Renderer : public IRenderer
{
public:
Renderer(EventBroker* eventBroker)
Renderer(EventBroker* eventBroker, World* world)
: m_EventBroker(eventBroker)
, m_World(world)
{ }
virtual void Initialize() override;
virtual void Update(double dt) override;
virtual void Draw(RenderQueueCollection& rq) override;
virtual void Draw(RenderFrame& frame) override;
virtual PickData Pick(glm::vec2 screenCoord) override;
private:
//----------------------Variables----------------------//
EventBroker* m_EventBroker;
std::shared_ptr<DebugCameraInputController<Renderer>> m_DebugCameraInputController;
World* m_World;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed;
Model* m_ScreenQuad;
Model* m_UnitQuad;
@@ -62,8 +62,7 @@ private:
void DrawScreenQuad(GLuint textureToDraw);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void FillDepth(RenderQueueCollection& rq);
void FillDepth(RenderScene& scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
@@ -0,0 +1,24 @@
#pragma once
#ifndef UnorderedMapiVec2_h__
#define UnorderedMapiVec2_h__
#include <functional>
#include <boost/functional/hash.hpp>
#include <glm/vec2.hpp>
template<>
struct std::hash<glm::ivec2>
{
inline std::size_t operator()(const glm::ivec2 &v) const
{
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
}
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
{
return a.x == b.x && a.y == b.y;
}
};
#endif