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:
@@ -50,6 +50,18 @@ void Camera::SetOrientation(glm::quat val)
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UpdateViewMatrix();
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}
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void Camera::SetProjectionMatrix(glm::mat4 val)
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{
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m_ProjectionMatrix = val;
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}
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void Camera::SetViewMatrix(glm::mat4 val)
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{
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m_ViewMatrix = val;
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}
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//void Camera::Pitch(float val)
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//{
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// m_Pitch = val;
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@@ -64,15 +76,6 @@ void Camera::SetOrientation(glm::quat val)
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void Camera::UpdateProjectionMatrix()
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{
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// m_ProjectionMatrix = glm::ortho(
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// -16.f,
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// 16.f,
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// -9.f,
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// 9.f,
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// m_NearClip,
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// m_FarClip
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// );
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m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip);
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}
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@@ -22,7 +22,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusProgram->Link();
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}
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void DrawFinalPass::Draw(RenderQueueCollection& rq)
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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@@ -38,11 +38,11 @@ void DrawFinalPass::Draw(RenderQueueCollection& rq)
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : rq.Forward) {
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(modelJob) {
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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if(modelJob->DiffuseTexture != nullptr) {
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@@ -22,25 +22,23 @@ void DrawScenePass::InitializeShaderPrograms()
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m_BasicForwardProgram->Link();
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}
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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void DrawScenePass::Draw(RenderScene& scene)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScenePass::Draw: Pre");
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DrawScenePassState state;
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DrawScenePassState state = DrawScenePassState();
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m_BasicForwardProgram->Bind();
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : rq.Forward) {
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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@@ -56,14 +54,9 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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//continue;
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}
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if(spriteJob)
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{
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//Hello im a sprite, please draw me.
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}
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}
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GLERROR("DrawScenePass::Draw: End");
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}
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@@ -8,8 +8,10 @@ DrawScenePassState::DrawScenePassState()
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GLERROR("---");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Enable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
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// Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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DrawScenePassState::~DrawScenePassState()
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@@ -39,17 +39,10 @@ void DummyRenderer::Initialize()
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exit(EXIT_FAILURE);
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}
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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glfwSwapInterval(m_VSYNC);
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}
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void DummyRenderer::Draw(RenderQueueCollection& rq)
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void DummyRenderer::Draw(RenderFrame& rq)
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{
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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@@ -5,7 +5,7 @@ LightCullingPass::LightCullingPass(IRenderer* renderer)
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m_Renderer = renderer;
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InitializeSSBOs();
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InitializeShaderPrograms();
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GenerateNewFrustum();
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//GenerateNewFrustum(TODO);
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}
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LightCullingPass::~LightCullingPass()
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@@ -13,21 +13,24 @@ LightCullingPass::~LightCullingPass()
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}
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void LightCullingPass::GenerateNewFrustum()
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void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
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{
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if (scene.PointLightJobs.size() == 0)
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return;
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GLERROR("CalculateFrustum Error: Pre");
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m_CalculateFrustumProgram->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glDispatchCompute(5, 3, 1); //TODO: Renderer: This needs change so resolution will be right.
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GLERROR("CalculateFrustum Error: End");
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}
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void LightCullingPass::CullLights()
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void LightCullingPass::CullLights(RenderScene& scene)
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{
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GLERROR("CullLights Error: Pre");
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m_LightOffset = 0;
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@@ -45,7 +48,7 @@ void LightCullingPass::CullLights()
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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m_LightCullProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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@@ -56,10 +59,11 @@ void LightCullingPass::CullLights()
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GLERROR("CullLights Error: End");
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}
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void LightCullingPass::FillLightList(RenderQueueCollection& rq)
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void LightCullingPass::FillLightList(RenderScene& scene)
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{
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m_PointLights.clear();
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for(auto &job : rq.Lights) {
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for(auto &job : scene.PointLightJobs) {
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auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
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if (pointLightjob) {
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PointLight p;
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@@ -43,70 +43,109 @@ void PickingPass::InitializeShaderPrograms()
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m_PickingProgram->Link();
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}
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void PickingPass::Draw(RenderQueueCollection& rq)
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void PickingPass::Draw(RenderScene& scene)
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{
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m_PickingColorsToEntity.clear();
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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int r = 0;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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std::map<EntityID, glm::vec2> entityColors;
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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m_Camera = scene.Camera;
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if (modelJob) {
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int pickColor[2] = { r, g };
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auto color = entityColors.find(modelJob->Entity);
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if (color != entityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]);
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if (r + 1 > 255) {
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r = 0;
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g += 1;
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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r += 1;
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1]++;;
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} else {
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m_ColorCounter[0]++;;
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}
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}
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
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}
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}
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}
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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//Publish pick event every frame with the pick data that can be picked by the event
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delete state;
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}
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void PickingPass::ClearPicking()
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{
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m_PickingColorsToEntity.clear();
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m_EntityColors.clear();
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] = 0;
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m_PickingBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_PickingBuffer.Unbind();
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}
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PickData PickingPass::Pick(glm::vec2 screenCoord)
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{
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int fbWidth;
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int fbHeight;
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glfwGetFramebufferSize(m_Renderer->Window(), &fbWidth, &fbHeight);
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Events::Picking pickEvent = Events::Picking(
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&m_PickingBuffer,
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&m_DepthBuffer,
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m_Renderer->Camera()->ProjectionMatrix(),
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m_Renderer->Camera()->ViewMatrix(),
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Rectangle(fbWidth, fbHeight),
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&m_PickingColorsToEntity);
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m_EventBroker->Publish(pickEvent);
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Rectangle resolution = Rectangle(fbWidth, fbHeight);
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PickData pickData;
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// Invert screen y coordinate
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screenCoord.y = resolution.Height - screenCoord.y;
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ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, &m_PickingBuffer, m_DepthBuffer);
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pickData.Depth = data.Depth;
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delete state;
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PickingInfo pickInfo;
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auto it = m_PickingColorsToEntity.find(glm::ivec2(data.Color[0], data.Color[1]));
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if (it != m_PickingColorsToEntity.end()) {
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pickInfo = it->second;
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} else {
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pickData.Entity = EntityID_Invalid;
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}
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix());
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pickData.Entity = pickInfo.Entity;
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pickData.Camera = pickInfo.Camera;
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pickData.World = pickInfo.World;
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return pickData;
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}
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void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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@@ -10,8 +10,8 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
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Enable(GL_CULL_FACE);
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glm::vec4 clearColor = glm::vec4(0.f);
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ClearColor(clearColor);
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//ClearColor(clearColor);
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//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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PickingPassState::~PickingPassState()
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@@ -81,6 +81,9 @@ RawModel::RawModel(std::string fileName)
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float opacity;
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material->Get(AI_MATKEY_OPACITY, opacity);
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desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
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desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
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// Material specular color
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aiColor3D specular;
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material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
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@@ -134,6 +137,7 @@ RawModel::RawModel(std::string fileName)
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matGroup.EndIndex = m_Indices.size() - 1;
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// Material shininess
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material->Get(AI_MATKEY_SHININESS, matGroup.Shininess);
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material->Get(AI_MATKEY_OPACITY, matGroup.Transparency);
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//LOG_DEBUG("Shininess: %f", matGroup.Shininess);
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// Diffuse texture
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//LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
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@@ -1,150 +0,0 @@
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#include "Rendering/RenderQueueFactory.h"
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RenderQueueFactory::RenderQueueFactory()
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{
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m_RenderQueues = RenderQueueCollection();
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}
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void RenderQueueFactory::Update(World* world)
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{
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m_RenderQueues.Clear();
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FillModels(world, &m_RenderQueues.Forward);
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FillLights(world, &m_RenderQueues.Lights);
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}
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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{
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glm::vec3 position = AbsolutePosition(world, entity);
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glm::quat orientation = AbsoluteOrientation(world, entity);
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glm::vec3 scale = AbsoluteScale(world, entity);
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|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
return modelMatrix;
|
||||
}
|
||||
|
||||
glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
|
||||
{
|
||||
glm::vec3 position;
|
||||
|
||||
while (entity != EntityID_Invalid) {
|
||||
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||
EntityID parent = world->GetParent(entity);
|
||||
//if (parent != EntityID_Invalid) {
|
||||
position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
|
||||
//} else {
|
||||
// position += (glm::vec3)transform["Position"];
|
||||
//}
|
||||
entity = parent;
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
glm::quat RenderQueueFactory::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;
|
||||
}
|
||||
|
||||
glm::vec3 RenderQueueFactory::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;
|
||||
}
|
||||
|
||||
void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
|
||||
{
|
||||
auto models = world->GetComponents("Model");
|
||||
if (models == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& modelC : *models) {
|
||||
bool visible = modelC["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
std::string resource = modelC["Resource"];
|
||||
if (resource.empty()) {
|
||||
continue;
|
||||
}
|
||||
glm::vec4 color = modelC["Color"];
|
||||
Model* model = ResourceManager::Load<Model>(resource);
|
||||
if (model == nullptr) {
|
||||
model = ResourceManager::Load<Model>("Models/Core/Error.obj");
|
||||
}
|
||||
|
||||
auto transformC = world->GetComponent(modelC.EntityID, "Transform");
|
||||
if(&transformC == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto texGroup : model->TextureGroups) {
|
||||
ModelJob job;
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
job.DiffuseTexture = texGroup.Texture.get();
|
||||
job.NormalTexture = texGroup.NormalMap.get();
|
||||
job.SpecularTexture = texGroup.SpecularMap.get();
|
||||
job.Model = model;
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
|
||||
job.Color = color;
|
||||
|
||||
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
|
||||
job.Entity = modelC.EntityID;
|
||||
|
||||
renderQueue->Add(job);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
|
||||
{
|
||||
auto pointLights = world->GetComponents("PointLight");
|
||||
if(pointLights == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for(auto& pointlightC : *pointLights) {
|
||||
bool visible = pointlightC["Visible"];
|
||||
if(!visible) {
|
||||
continue;
|
||||
}
|
||||
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
||||
if(&transformC == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
glm::vec4 color = pointlightC["Color"];
|
||||
float radius = (double)pointlightC["Radius"];
|
||||
float intensity = (double)pointlightC["Intensity"];
|
||||
float falloff = (double)pointlightC["Falloff"];
|
||||
|
||||
PointLightJob job;
|
||||
job.Position = glm::vec4(AbsolutePosition(world, transformC.EntityID), 1.f);
|
||||
job.Color = color;
|
||||
job.Radius = radius;
|
||||
job.Intensity = intensity;
|
||||
job.Falloff = falloff;
|
||||
|
||||
renderQueue->Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,218 @@
|
||||
#include "Rendering/RenderSystem.h"
|
||||
#include "Rendering/DebugCameraInputController.h"
|
||||
|
||||
RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame) :ImpureSystem(eventBrokerer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
m_RenderFrame = renderFrame;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
||||
|
||||
m_DefaultCamera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
|
||||
if (m_Camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera;
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
|
||||
{
|
||||
auto cameras = m_World->GetComponents("Camera");
|
||||
|
||||
if (cameras != nullptr) {
|
||||
for (auto it = cameras->begin(); it != cameras->end(); it++) {
|
||||
if ((std::string)(*it)["Name"] == event.Name) {
|
||||
switchCamera((*it).EntityID);
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderSystem::switchCamera(EntityID entity)
|
||||
{
|
||||
if(m_World->HasComponent(entity, "Camera")) {
|
||||
|
||||
if (m_CurrentCamera != EntityID_Invalid) {
|
||||
if (m_World->HasComponent(m_CurrentCamera, "Model")) {
|
||||
m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_World->HasComponent(entity, "Model")) {
|
||||
m_World->GetComponent(entity, "Model")["Visible"] = false;
|
||||
}
|
||||
m_CurrentCamera = entity;
|
||||
m_SwitchCamera = false;
|
||||
|
||||
} else {
|
||||
LOG_ERROR("Entity %i does not have a CameraComponent", entity);
|
||||
m_SwitchCamera = false;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderSystem::updateProjectionMatrix(ComponentWrapper& cameraComponent)
|
||||
{
|
||||
double fov = cameraComponent["FOV"];
|
||||
double aspectRatio = m_Renderer->Resolution().Width / m_Renderer->Resolution().Height;
|
||||
double nearClip = cameraComponent["NearClip"];
|
||||
double farClip = cameraComponent["FarClip"];
|
||||
|
||||
double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
|
||||
m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
|
||||
|
||||
m_Camera->SetFOV(fovY);
|
||||
m_Camera->SetAspectRatio(aspectRatio);
|
||||
m_Camera->SetNearClip(nearClip);
|
||||
m_Camera->SetFarClip(farClip);
|
||||
m_Camera->UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto models = world->GetComponents("Model");
|
||||
if (models == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& modelComponent : *models) {
|
||||
bool visible = modelComponent["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
std::string resource = modelComponent["Resource"];
|
||||
if (resource.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Model* model = ResourceManager::Load<::Model>(resource);
|
||||
if (model == nullptr) {
|
||||
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
|
||||
|
||||
for (auto texGroup : model->TextureGroups) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world));
|
||||
jobs.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto pointLights = world->GetComponents("PointLight");
|
||||
if (pointLights == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& pointlightC : *pointLights) {
|
||||
bool visible = pointlightC["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
||||
if (&transformC == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC));
|
||||
jobs.push_back(pointLightJob);
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SwitchCamera" && e.Value > 0) {
|
||||
m_SwitchCamera = true;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderSystem::Update(World* world, double dt)
|
||||
{
|
||||
m_World = world;
|
||||
m_EventBroker->Process<RenderSystem>();
|
||||
|
||||
updateCamera(world, dt);
|
||||
|
||||
//Only supports opaque geometry atm
|
||||
m_RenderFrame->Clear();
|
||||
|
||||
RenderScene scene;
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
fillModels(scene.ForwardJobs, world);
|
||||
fillLight(scene.PointLightJobs, world);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
}
|
||||
|
||||
void RenderSystem::updateCamera(World* world, double dt)
|
||||
{
|
||||
|
||||
static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
|
||||
|
||||
if (m_SwitchCamera) {
|
||||
auto cameras = world->GetComponents("Camera");
|
||||
for (auto it = cameras->begin(); it != cameras->end(); it++) {
|
||||
if ((*it).EntityID == m_CurrentCamera) {
|
||||
it++;
|
||||
if (it != cameras->end()) {
|
||||
switchCamera((*it).EntityID);
|
||||
} else {
|
||||
switchCamera((*cameras->begin()).EntityID);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
||||
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
||||
|
||||
firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
||||
firstPersonInputController.SetPosition(cameraTransform["Position"]);
|
||||
|
||||
}
|
||||
|
||||
if (m_World->ValidEntity(m_CurrentCamera)) {
|
||||
if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
|
||||
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
||||
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
||||
|
||||
firstPersonInputController.Update(dt);
|
||||
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(firstPersonInputController.Orientation());
|
||||
(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
|
||||
|
||||
glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera);
|
||||
glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera);
|
||||
|
||||
m_Camera->SetPosition(position);
|
||||
m_Camera->SetOrientation(orientation);
|
||||
|
||||
updateProjectionMatrix(cameraComponent);
|
||||
|
||||
}
|
||||
} else {
|
||||
m_Camera = m_DefaultCamera;
|
||||
|
||||
auto cameras = world->GetComponents("Camera");
|
||||
if (cameras != nullptr) {
|
||||
if (cameras->begin() != cameras->end()) {
|
||||
ComponentWrapper& cameraC = *cameras->begin();
|
||||
switchCamera(cameraC.EntityID);
|
||||
|
||||
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
||||
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
||||
|
||||
firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
||||
firstPersonInputController.SetPosition(cameraTransform["Position"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_Camera->UpdateViewMatrix();
|
||||
}
|
||||
|
||||
@@ -3,13 +3,7 @@
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
InitializeWindow();
|
||||
// Create default camera
|
||||
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(90.0f), 0.01f, 5000.f);
|
||||
m_DefaultCamera->SetPosition(glm::vec3(0, 1, 10));
|
||||
if (m_Camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera;
|
||||
}
|
||||
m_DebugCameraInputController = std::make_shared<DebugCameraInputController<Renderer>>(m_EventBroker, -1);
|
||||
|
||||
InitializeRenderPasses();
|
||||
|
||||
glfwSwapInterval(m_VSYNC);
|
||||
@@ -21,6 +15,15 @@ void Renderer::Initialize()
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
||||
|
||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||
|
||||
|
||||
// Create default camera
|
||||
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
|
||||
if (m_Camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InitializeWindow()
|
||||
@@ -76,9 +79,7 @@ void Renderer::InitializeShaders()
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
{
|
||||
m_DebugCameraInputController->Update(dt);
|
||||
m_Camera->SetOrientation(m_DebugCameraInputController->Orientation());
|
||||
m_Camera->SetPosition(m_DebugCameraInputController->Position());
|
||||
|
||||
}
|
||||
|
||||
void Renderer::Update(double dt)
|
||||
@@ -88,22 +89,37 @@ void Renderer::Update(double dt)
|
||||
m_ImGuiRenderPass->Update(dt);
|
||||
}
|
||||
|
||||
void Renderer::Draw(RenderQueueCollection& rq)
|
||||
void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
FillDepth(rq);
|
||||
m_PickingPass->Draw(rq);
|
||||
//DrawScreenQuad(m_PickingPass->PickingTexture());
|
||||
m_LightCullingPass->FillLightList(rq);
|
||||
m_LightCullingPass->CullLights();
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||
|
||||
//m_DrawScenePass->Draw(rq);
|
||||
m_DrawFinalPass->Draw(rq);
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
m_PickingPass->ClearPicking();
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
|
||||
FillDepth(*scene);
|
||||
m_PickingPass->Draw(*scene);
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
//m_DrawScenePass->Draw(rq);
|
||||
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
}
|
||||
|
||||
m_ImGuiRenderPass->Draw();
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
{
|
||||
return m_PickingPass->Pick(screenCoord);
|
||||
}
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
@@ -152,13 +168,18 @@ void Renderer::InitializeRenderPasses()
|
||||
}
|
||||
|
||||
//Temp func
|
||||
void Renderer::FillDepth(RenderQueueCollection& rq)
|
||||
void Renderer::FillDepth(RenderScene& scene)
|
||||
{
|
||||
for(auto job : rq.Forward) {
|
||||
for (auto job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
glm::vec3 abspos = RenderQueueFactory::AbsolutePosition(m_World, modelJob->Entity);
|
||||
glm::vec3 worldpos = glm::vec3(m_Camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
if(! modelJob) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
|
||||
glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
modelJob->Depth = worldpos.z;
|
||||
}
|
||||
rq.Forward.Jobs.sort(Renderer::DepthSort);
|
||||
}
|
||||
scene.ForwardJobs.sort(Renderer::DepthSort);
|
||||
}
|
||||
Reference in New Issue
Block a user