Merge remote-tracking branch 'origin/master' into Networking

This commit is contained in:
stiffly
2015-12-08 10:41:04 +01:00
13 changed files with 349 additions and 132 deletions
+64
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@@ -0,0 +1,64 @@
#ifndef FrameBuffer_h__
#define FrameBuffer_h__
#include "../OpenGL.h"
#include "Util/GLError.h"
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
private:
};
template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment)
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment) { };
~Texture2D();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment)
{ };
~RenderBuffer();
};
class FrameBuffer
{
public:
FrameBuffer()
: m_BufferHandle(0) { }
~FrameBuffer();
void AddResource(std::shared_ptr<BufferResource> resource);
void Generate();
void Bind();
void Unbind();
GLuint GetHandle();
private:
GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources;
};
#endif
+5 -30
View File
@@ -7,6 +7,7 @@
#include "../Common.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/EntityWrapper.h"
class Model;
class Skeleton;
@@ -37,6 +38,9 @@ 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;
@@ -82,30 +86,7 @@ struct PointLightJob : RenderJob
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
float Radius = 1.f;
void CalculateHash() override
{
Hash = 0;
}
};
struct FrameJob : SpriteJob
{
Rectangle Scissor;
Rectangle Viewport;
std::string Name;
void CalculateHash() override
{
Hash = 0;
}
};
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
glm::vec4 Color;
glm::mat4 ModelMatrix;
float Intensity = 0.8f;
void CalculateHash() override
{
@@ -154,25 +135,19 @@ private:
struct RenderQueueCollection
{
RenderQueue Deferred;
RenderQueue Forward;
RenderQueue Lights;
RenderQueue GUI;
void Clear()
{
Deferred.Clear();
Forward.Clear();
Lights.Clear();
GUI.Clear();
}
void Sort()
{
Deferred.Sort();
Forward.Sort();
Lights.Sort();
GUI.Sort();
}
};
@@ -0,0 +1,28 @@
#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; }
private:
RenderQueueCollection m_RenderQueues;
void FillModels(World* world, RenderQueue* renderQueue);
void FillLights(World* world, RenderQueue* renderQueue);
glm::mat4 ModelMatrix(World* world, EntityID entity);
glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent);
};
#endif
+8 -13
View File
@@ -8,6 +8,8 @@
//TODO: Temp resourceManager
#include "../Core/ResourceManager.h"
#include "Util/UnorderedMapVec2.h"
#include "FrameBuffer.h"
#include "../Core/World.h"
class Renderer : public IRenderer
{
@@ -18,11 +20,10 @@ public:
private:
//----------------------Variables----------------------//
RenderQueueCollection m_TempRQ;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed;
GLuint m_PickingBuffer;
FrameBuffer m_PickingBuffer;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
@@ -30,29 +31,23 @@ private:
Model* m_UnitQuad;
Model* m_UnitSphere;
//Temporary
Model* m;
Model* m2;
Model* m3;
Model* MapModel;
std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
//----------------------Functions----------------------//
void InitializeWindow();
void InitializeShaders();
void InitializeTextures();
void InitializeFrameBuffers();
//TODO: Renderer: Remove ModelsToDraw from Renderer.
void ModelsToDraw();
//TODO: Renderer: Get EnqueueModel and InputUpdate out of renderer
void EnqueueModel(Model* model);
//TODO: Renderer: Get InputUpdate out of renderer
void InputUpdate(double dt);
void PickingPass();
void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw);
void DrawScene(RenderQueueCollection& rq);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram m_BasicForwardProgram;
ShaderProgram m_PickingProgram;
+3 -2
View File
@@ -5,6 +5,7 @@
#include "../../OpenGL.h"
#include "../../GLM.h"
#include "../../Core/Util/Rectangle.h"
#include "../FrameBuffer.h"
class ScreenCoords
{
@@ -17,8 +18,8 @@ public:
static glm::vec3 ToWorldPos(float x, float y, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
//Return data from the given buffers at the coordinates given in screenspace. Buffer should probably have a texture that covers the screen.
//Data is given as R = x, B = y, and
static glm::vec3 ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer);
static glm::vec3 ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer);
static glm::vec3 ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer);
static glm::vec3 ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer);
//Return EntityID of the clicked coordinate in given screenspace coordinates.
//EntityID ScreenCoordsToEntityID(glm::vec2 screenCoord, float depth);
+2
View File
@@ -8,6 +8,7 @@
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
class Game
{
@@ -26,6 +27,7 @@ private:
InputManager* m_InputManager;
GUI::Frame* m_FrameStack;
World* m_World;
RenderQueueFactory* m_RenderQueueFactory;
};
#endif
+27
View File
@@ -19,6 +19,7 @@ private:
void registerTestComponents()
{
ComponentWrapperFactory f;
f = ComponentWrapperFactory("Test");
f.AddProperty("TestInteger", 1337);
@@ -79,5 +80,31 @@ private:
ComponentWrapper debug = world.GetComponent(transform.EntityID, "Debug");
std::cout << "Name: " << (std::string)debug["Name"] << std::endl;
}
//Create some test widgets
{
EntityID entityScaleWidget = world.CreateEntity();
ComponentWrapper transform = world.AttachComponent(entityScaleWidget, "Transform");
transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
ComponentWrapper model = world.AttachComponent(entityScaleWidget, "Model");
model["Resource"] = "Models/ScaleWidget.obj";
}
{
EntityID entityRotationWidget = world.CreateEntity();
ComponentWrapper transform = world.AttachComponent(entityRotationWidget, "Transform");
transform["Position"] = glm::vec3(1.5f, 0.f, 0.f);
ComponentWrapper model = world.AttachComponent(entityRotationWidget, "Model");
model["Resource"] = "Models/RotationWidget.obj";
}
{
EntityID entityDummyScene = world.CreateEntity();
ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
transform["Position"] = glm::vec3(0, 0.f, 0.f);
ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
model["Resource"] = "Models/DummyScene.obj";
}
}
};
+2 -1
View File
@@ -3,6 +3,7 @@
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform sampler2D texture0;
@@ -21,7 +22,7 @@ out vec4 fragmentColor;
void main()
{
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
fragmentColor = texel * Input.DiffuseColor;
fragmentColor = texel * Input.DiffuseColor * Color;
}
+88
View File
@@ -0,0 +1,88 @@
#include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
}
Texture2D::~Texture2D()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
}
RenderBuffer::~RenderBuffer()
{
if (m_ResourceHandle != 0) {
glDeleteRenderbuffers(1, m_ResourceHandle);
}
}
FrameBuffer::~FrameBuffer()
{
if (m_BufferHandle != 0) {
glDeleteFramebuffers(1, &m_BufferHandle);
}
}
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
{
m_Resources.push_back(resource);
}
void FrameBuffer::Generate()
{
std::vector<GLenum> attachments;
glGenFramebuffers(1, &m_BufferHandle);
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
break;
}
GLERROR("FrameBuffer generate");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
}
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(1, bufferTextures);
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
exit(EXIT_FAILURE);
}
}
void FrameBuffer::Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Unbind()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint FrameBuffer::GetHandle()
{
return m_BufferHandle;
}
@@ -0,0 +1,67 @@
#include "Rendering/RenderQueueFactory.h"
RenderQueueFactory::RenderQueueFactory()
{
m_RenderQueues = RenderQueueCollection();
}
void RenderQueueFactory::Update(World* world)
{
m_RenderQueues.Clear();
FillModels(world, &m_RenderQueues.Forward);
FillLights(world, &m_RenderQueues.Lights);
}
glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
{
//should really return absolute model matrix based on parents position, scale and orientation
//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
glm::vec3 position = transformComponent["Position"];
glm::vec3 scale = transformComponent["Scale"];
glm::quat oritentation = transformComponent["Orientation"];
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
return modelMatrix;
}
glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
{
// positionComponent.EntityID
return glm::vec3();
}
void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
{
for(auto& modelC : world->GetComponents("Model")) {
ModelJob job;
std::string resource = modelC["Resource"];
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(resource);
for (auto texGroup : model->TextureGroups) {
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)
{
}
+46 -79
View File
@@ -15,7 +15,11 @@ void Renderer::Initialize()
InitializeShaders();
InitializeTextures();
InitializeFrameBuffers();
ModelsToDraw();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
}
void Renderer::InitializeWindow()
@@ -78,54 +82,6 @@ void Renderer::InitializeShaders()
}
void Renderer::ModelsToDraw()
{
m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
EnqueueModel(m);
m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
EnqueueModel(m2);
m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
EnqueueModel(m3);
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
EnqueueModel(m_UnitSphere);
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
MapModel = ResourceManager::Load<Model>("Models/DummyScene.obj");
EnqueueModel(MapModel);
}
void Renderer::EnqueueModel(Model* model)
{
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;
//job.ModelMatrix = modelMatrix * model->m_Matrix; TODO: Render: Make sure modelMatrix work
//job.Color = modelComponent->Color; TODO: Render: Take color from kd in .mtl or a value from modelcomponent.
job.Color = glm::vec4(1.f);
//TODO: Render: Skeleton animations
//if (model->m_Skeleton != nullptr && animationComponent != nullptr) {
// job.Skeleton = model->m_Skeleton;
// job.AnimationName = animationComponent->Name;
// job.AnimationTime = animationComponent->Time;
// job.NoRootMotion = animationComponent->NoRootMotion;
//}
m_TempRQ.Forward.Add(job);
}
}
void Renderer::InputUpdate(double dt)
{
glm::vec3 m_Position = m_Camera->Position();
@@ -161,7 +117,7 @@ void Renderer::InputUpdate(double dt)
static double mousePosX, mousePosY;
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
if (glfwGetMouseButton(m_Window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) {
glm::vec3 data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, m_PickingBuffer, m_DepthBuffer);
glm::vec3 data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, &m_PickingBuffer, m_DepthBuffer);
glm::vec2 color = glm::vec2(data);
float depth = data.z;
@@ -172,7 +128,8 @@ void Renderer::InputUpdate(double dt)
//printf("view: x: %f, y: %f z: %f, Length: %f\n\n", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
if (color != glm::vec2(0, 0)) {
const Model* pickModel = m_PickingColorsToModels[color];
EntityID pickedEntity = m_PickingColorsToEntity[color];
printf("Picked Entity: %i", pickedEntity);
}
}
@@ -202,15 +159,16 @@ void Renderer::InputUpdate(double dt)
void Renderer::Update(double dt)
{
InputUpdate(dt);
}
void Renderer::Draw(RenderQueueCollection& rq)
{
//TODO: Renderer: Kanske borde vara längst upp i update.
PickingPass();
PickingPass(rq);
DrawScreenQuad(m_PickingTexture);
//DrawScreenQuad(m_DepthBuffer);
//DrawScene(rq);
DrawScene(rq);
glfwSwapBuffers(m_Window);
}
@@ -227,16 +185,17 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : m_TempRQ.Forward) {
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
m_BasicForwardProgram.Bind();
//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(glm::mat4(1)));
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) {
@@ -256,9 +215,9 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
}
}
void Renderer::PickingPass()
void Renderer::PickingPass(RenderQueueCollection& rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
m_PickingBuffer.Bind();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
@@ -274,16 +233,17 @@ void Renderer::PickingPass()
GLuint ShaderHandle = m_PickingProgram.GetHandle();
m_PickingProgram.Bind();
for (auto &job : m_TempRQ.Forward) {
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
glm::vec2 pickColor = glm::vec2(r/255.f, g/255.f);
m_PickingColorsToModels[pickColor] = modelJob->Model;
m_PickingColorsToEntity[pickColor] = modelJob->Entity;
//Render picking stuff
//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(glm::mat4(1)));
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()));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
@@ -298,7 +258,7 @@ void Renderer::PickingPass()
}
}
}
m_PickingBuffer.Unbind();
}
@@ -328,35 +288,42 @@ void Renderer::InitializeTextures()
{
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
/*
glGenTextures(1, &m_PickingTexture);
glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGB, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RG, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
GLERROR("m_PickingTexture initialization failed");
*/
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_FLOAT);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, NULL);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
{
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
glGenFramebuffers(1, &m_PickingBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, PickingBufferTextures);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
}
+4 -4
View File
@@ -29,12 +29,12 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
return ToWorldPos(screenCoord.x, screenCoord.y, depth, screenWidth, screenHeight, cameraProjectionMat, cameraViewMat);
}
glm::vec3 ScreenCoords::ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer)
glm::vec3 ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, PickDataBuffer);
PickDataBuffer->Bind();
glm::vec2 pixelData;
glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
PickDataBuffer->Unbind();
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
float depthData;
@@ -44,7 +44,7 @@ glm::vec3 ScreenCoords::ToPixelData(float x, float y, GLuint PickDataBuffer, GLu
return glm::vec3(pixelData, depthData);
}
glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer)
glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
{
return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
}
+5 -3
View File
@@ -14,6 +14,8 @@ Game::Game(int argc, char* argv[])
// Create the core event broker
m_EventBroker = new EventBroker();
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer
m_Renderer = new Renderer();
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
@@ -66,9 +68,9 @@ void Game::Tick()
m_Renderer->Update(dt);
m_EventBroker->Swap();
//TODO: Render: This is not used, but will be used later when we dont add models to RQ in renderer.
RenderQueueCollection rq;
m_Renderer->Draw(rq);
m_RenderQueueFactory->Update(m_World);
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
m_EventBroker->Swap();
m_EventBroker->Clear();