Merge branch 'master' into Menu

This commit is contained in:
Tleety
2016-03-09 21:07:40 +01:00
83 changed files with 16498 additions and 478 deletions
+1 -1
View File
@@ -3,7 +3,7 @@
const EntityWrapper EntityWrapper::Invalid = EntityWrapper(nullptr, EntityID_Invalid);
const std::string EntityWrapper::Name()
const std::string EntityWrapper::Name() const
{
return World->GetName(ID);
}
+1 -1
View File
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false, false);
if (cModel["Transparent"]) {
scene.Jobs.TransparentObjects.push_back(modelJob);
} else {
+43 -3
View File
@@ -35,6 +35,7 @@ void Client::Connect(std::string address, int port)
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &Client::OnDashAbility);
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
EVENT_SUBSCRIBE_MEMBER(m_EConnectRequest, &Client::OnConnectRequest);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Address = address;
if (address.empty()) {
@@ -180,8 +181,8 @@ void Client::parseTCPConnect(Packet& packet)
Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
// Add player id and other stuff
packet.WritePrimitive(m_PlayerID);
// m_Unreliable.Send(packet);
// LOG_INFO("Sent UDP Connect Server");
// m_Unreliable.Send(packet);
// LOG_INFO("Sent UDP Connect Server");
}
void Client::parsePlayerConnected(Packet & packet)
@@ -456,12 +457,14 @@ void Client::parseSnapshot(Packet& packet)
void Client::disconnect()
{
removeWorld();
m_IsConnected = false;
m_PreviousPacketID = 0;
m_PacketID = 0;
Packet packet(MessageType::Disconnect, m_SendPacketID);
m_Reliable.Send(packet);
m_Reliable.Disconnect();
createMainMenu();
}
bool Client::OnInputCommand(const Events::InputCommand & e)
@@ -472,7 +475,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
if (e.Command == "ConnectToServer") { // Connect for now
if (e.Value > 0) {
m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
//m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
}
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
@@ -545,6 +548,23 @@ bool Client::OnDashAbility(const Events::DashAbility& e)
return true;
}
bool Client::OnConnectRequest(const Events::ConnectRequest& e)
{
removeWorld();
if (m_Reliable.Connect(m_PlayerName, e.IP, e.Port)) {
// The client sent a successful connect message
return true;
} else {
// The client could not send a successful connect message
createMainMenu();
// Load the main menu again ?
return false;
}
return false;
}
bool Client::OnSearchForServers(const Events::SearchForServers& e)
{
m_SearchingForServers = true;
@@ -671,6 +691,26 @@ void Client::displayServerlist()
}
}
void Client::removeWorld()
{
std::vector<EntityID> childrenToBeDeleted;
auto rootEntites = m_World->GetDirectChildren(EntityID_Invalid);
for (auto it = rootEntites.first; it != rootEntites.second; it++) {
childrenToBeDeleted.push_back(it->second);
}
for (int i = 0; i < childrenToBeDeleted.size(); ++i) {
m_World->DeleteEntity(childrenToBeDeleted[i]);
}
}
void Client::createMainMenu()
{
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/StartMenu.xml");
entityFile->MergeInto(m_World);
}
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
{
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
+3 -1
View File
@@ -7,6 +7,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
m_ServerName = config->Get<std::string>("Networking.Name", "Unnamed");
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
@@ -410,7 +412,7 @@ void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
Packet packet(MessageType::ServerlistRequest);
packet.WriteString(m_Reliable.Address());
packet.WritePrimitive<int>(m_Reliable.Port());
packet.WriteString("SERVERNAME");
packet.WriteString(m_ServerName);
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
m_ServerlistRequest.Send(packet);
}
+4 -1
View File
@@ -10,7 +10,7 @@ TCPClient::~TCPClient()
{
}
void TCPClient::Connect(std::string playerName, std::string address, int port)
bool TCPClient::Connect(std::string playerName, std::string address, int port)
{
if (m_Socket) {
if (m_IsConnected) {
@@ -19,6 +19,7 @@ void TCPClient::Connect(std::string playerName, std::string address, int port)
Send(packet);
LOG_INFO("Connect message sent again!");
}
return true;
}
else if (!m_IsConnected) {
boost::system::error_code error = boost::asio::error::host_not_found;
@@ -34,11 +35,13 @@ void TCPClient::Connect(std::string playerName, std::string address, int port)
packet.WriteString(playerName);
Send(packet);
LOG_INFO("Connect message sent!");
return true;
}
// If error
else {
m_Socket->close();
m_Socket = nullptr;
return false;
}
}
}
+3 -2
View File
@@ -10,14 +10,15 @@ UDPClient::~UDPClient()
{
}
void UDPClient::Connect(std::string playerName, std::string address, int port)
bool UDPClient::Connect(std::string playerName, std::string address, int port)
{
if (m_Socket) {
return;
return false;
}
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port);
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
m_Socket->open(boost::asio::ip::udp::v4());
return true;
}
void UDPClient::Disconnect()
+164 -38
View File
@@ -4,6 +4,8 @@ AnimationSystem::AnimationSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EAutoAnimationBlend, &AnimationSystem::OnAutoAnimationBlend);
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &AnimationSystem::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_ESetBlendWeight, &AnimationSystem::OnSetBlendWeight);
}
void AnimationSystem::Update(double dt)
@@ -122,16 +124,16 @@ void AnimationSystem::UpdateAnimations(double dt)
}
}
void AnimationSystem::UpdateWeights(double dt)
{
for (auto& autoBlendQueue : m_AutoBlendQueues) {
if(autoBlendQueue.second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = autoBlendQueue.second.GetActiveBlendJob();
std::shared_ptr<BlendTree> blendTree = autoBlendQueue.second.GetBlendTree();
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();
if(it->second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
@@ -140,10 +142,17 @@ void AnimationSystem::UpdateWeights(double dt)
}
blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo);
} else {
it = m_AutoBlendQueues.erase(it);
}
it++;
} else {
if (it->second.Empty()) {
it = m_AutoBlendQueues.erase(it);
} else {
it++;
}
}
}
}
@@ -177,46 +186,163 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
return false;
}
EntityWrapper subTreeRoot;
EntityWrapper subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
if (e.SingleLevelBlend) {
subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
if (!subTreeRoot.Valid()) {
return false;
}
if (!subTreeRoot.Valid()) {
return false;
}
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
abj.BlendInfo.Weight = e.Weight;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
abj.BlendInfo.Weight = e.Weight;
EntityWrapper nodeEntity = subTreeRoot.FirstChildByName(e.NodeName); // more than one
if (nodeEntity.Valid()) {
if (nodeEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(nodeEntity["Animation"]["AnimationName"]);
(bool&)nodeEntity["Animation"]["Reverse"] = e.Reverse;
std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
for(auto entity : animationEntities)
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)nodeEntity["Animation"]["Time"] = animation->Duration;
} else {
(double&)nodeEntity["Animation"]["Time"] = 0.0;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)entity["Animation"]["Time"] = animation->Duration;
} else {
(double&)entity["Animation"]["Time"] = 0.0;
}
}
}
}
}
}
m_AutoBlendQueues[subTreeRoot].Insert(abj);
} else {
std::vector<EntityWrapper> subtreeroots = blendTree->GetSingleLevelRoots(e.NodeName);
for(auto entity : subtreeroots) {
subTreeRoot = entity;
if (!subTreeRoot.Valid()) {
return false;
}
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
abj.BlendInfo.Weight = e.Weight;
m_AutoBlendQueues[subTreeRoot].Insert(abj);
}
std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
for (auto entity : animationEntities)
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)entity["Animation"]["Time"] = animation->Duration;
} else {
(double&)entity["Animation"]["Time"] = 0.0;
}
}
}
}
}
}
}
m_AutoBlendQueues[subTreeRoot].Insert(abj);
return true;
}
bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
if (entity.HasComponent("Model")) {
Model* model;
try {
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
if (skeleton->BlendTrees.find(entity) != skeleton->BlendTrees.end()) {
skeleton->BlendTrees.erase(entity);
}
}
}
bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
{
if (!e.RootNode.Valid()) {
return false;
}
if (!e.RootNode.HasComponent("Model")) {
return false;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
std::shared_ptr<BlendTree> blendTree;
if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
blendTree = skeleton->BlendTrees.at(e.RootNode);
} else {
return false;
}
if(e.Weight >= 0 && e.Weight <= 1) {
blendTree->SetWeightByName(e.NodeName, e.Weight);
return true;
} else {
return false;
}
}
+8 -6
View File
@@ -38,11 +38,14 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
double animationSpeed = (double)autoBlendJob.AnimationEntity["Animation"]["Speed"];
double animationTime = (double)autoBlendJob.AnimationEntity["Animation"]["Time"];
if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
AnimationDuration = (animation->Duration * animationSpeed) - (animation->Duration - animationTime);
if (animationSpeed != 0) {
if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
AnimationDuration = (animation->Duration / animationSpeed) - (animation->Duration - animationTime);
} else {
AnimationDuration = (animation->Duration / animationSpeed) - animationTime;
}
} else {
AnimationDuration = (animation->Duration * animationSpeed) - animationTime;
return;
}
blendNode.StartTime += AnimationDuration;
@@ -75,7 +78,6 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
}
}
m_BlendQueue.clear();
m_BlendQueue.push_back(blendNode);
}
@@ -124,7 +126,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
try {
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
m_BlendQueue.pop_front();
//m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
+53 -6
View File
@@ -2,11 +2,8 @@
BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
{
m_Skeleton = skeleton;
if (ModelEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
@@ -217,7 +214,6 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
}
}
}
return blendInfo;
}
@@ -270,7 +266,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
currentNode = currentNode->Parent;
if (blendInfo.SingleBlend) {
break;
return blendInfo;;
}
}
} else if(goalNodes.size() >= 2) {
@@ -331,9 +327,11 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
lastNode = currentNode;
currentNode = currentNode->Parent;
if (blendInfo.SingleBlend) {
return blendInfo;
}
}
}
}
return blendInfo;
@@ -427,6 +425,55 @@ EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
return subTreeRoots.front()->Entity;
}
std::vector<EntityWrapper> BlendTree::GetSingleLevelRoots(std::string name)
{
std::vector<Node*> nodes = FindNodesByName(name);
std::vector<EntityWrapper> entities;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
Node* currentNode = (*it)->Parent;
if(currentNode->Entity.Valid()) {
entities.push_back(currentNode->Entity);
}
}
return entities;
}
std::vector<EntityWrapper> BlendTree::GetEntitesByName(std::string name)
{
std::vector<Node*> nodes = FindNodesByName(name);
std::vector<EntityWrapper> entities;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
Node* currentNode = (*it);
if (currentNode->Entity.Valid()) {
entities.push_back(currentNode->Entity);
}
}
return entities;
}
void BlendTree::SetWeightByName(std::string name, double weight)
{
std::vector<Node*> nodes = FindNodesByName(name);
for (auto node : nodes) {
EntityWrapper entity = node->Entity;
if(entity.HasComponent("Blend")) {
entity["Blend"]["Weight"] = weight;
node->Weight = weight;
}
}
}
void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
{
Node* currentNode;
+5
View File
@@ -9,6 +9,11 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
}
DrawBloomPass::~DrawBloomPass() {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
}
void DrawBloomPass::InitializeTextures()
{
m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
+358 -108
View File
@@ -1,9 +1,10 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
, m_ShadowPass(shadowPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
@@ -12,6 +13,14 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
InitializeFrameBuffers();
}
DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_BloomTexture);
CommonFunctions::DeleteTexture(&m_SceneTexture);
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
}
void DrawFinalPass::InitializeTextures()
{
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
@@ -353,6 +362,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
@@ -361,6 +372,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
glActiveTexture(GL_TEXTURE30);
if (m_ShadowPass->DepthMap() != NULL) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
} else {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
}
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
@@ -369,9 +387,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
m_ExplosionEffectSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -391,8 +417,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
m_ExplosionEffectProgram->Bind();
lastShader = m_ExplosionEffectProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
@@ -406,8 +441,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -423,9 +467,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
m_ExplosionEffectSplatMapProgram->Bind();
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
//bind textures
@@ -438,8 +490,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glDisable(GL_CULL_FACE);
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
if (lastModel != explosionEffectJob->ModelID) {
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
lastModel = explosionEffectJob->ModelID;
}
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
GLERROR("explosion effect end");
@@ -453,8 +508,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
m_ForwardPlusSkinnedProgram->Bind();
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
@@ -472,8 +536,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
@@ -487,8 +560,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind SkinnedSplatMapProgram program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SkinnedSplatMapProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
//bind textures
@@ -504,8 +586,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ForwardPlusSplatMapProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
m_ForwardPlusSplatMapProgram->Bind();
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
//bind textures
@@ -516,8 +607,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
@@ -546,6 +640,8 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
GLuint explosionSkinnedShieldCheckHandle = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
@@ -566,9 +662,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -587,8 +691,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectShieldCheckProgram->GetHandle()) {
m_ExplosionEffectShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -603,8 +716,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -621,9 +743,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -639,9 +769,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
m_ExplosionEffectSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -659,8 +797,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
m_ExplosionEffectProgram->Bind();
lastShader = m_ExplosionEffectProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
@@ -674,8 +821,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinnedSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinnedSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -691,9 +847,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
m_ExplosionEffectSplatMapProgram->Bind();
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
//bind textures
@@ -707,8 +871,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glDisable(GL_CULL_FACE);
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
if (lastModel != explosionEffectJob->ModelID) {
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
lastModel = explosionEffectJob->ModelID;
}
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
GLERROR("explosion effect end");
@@ -723,8 +890,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedShieldCheckProgram->GetHandle()) {
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene);
//bind textures
@@ -743,8 +919,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ForwardPlusShieldCheckProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusShieldCheckProgram->GetHandle()) {
m_ForwardPlusShieldCheckProgram->Bind();
lastShader = m_ForwardPlusShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardShieldCheckHandle, modelJob, scene);
//bind textures
@@ -758,8 +943,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusProgramSplatMapSkinned program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgramSplatMapSkinned Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene);
//bind textures
@@ -775,8 +969,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapShieldCheckProgram->GetHandle()) {
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene);
//bind textures
@@ -792,8 +995,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
m_ForwardPlusSkinnedProgram->Bind();
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
@@ -812,8 +1024,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
@@ -827,8 +1048,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
//bind textures
@@ -844,8 +1074,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
m_ForwardPlusSplatMapProgram->Bind();
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
//bind textures
@@ -857,8 +1096,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
@@ -963,17 +1205,26 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint shaderSkinnedHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
GLuint lastShader = 0;
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(modelJob->Model->IsSkinned()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 1");
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
GLERROR("Bind PVM uniform");
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -984,11 +1235,19 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_FillDepthStencilBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
m_FillDepthStencilBufferProgram->Bind();
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 2");
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
GLERROR("Bind PVM uniform");
}
@@ -1010,6 +1269,9 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
GLuint shaderHandle = m_SpriteProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
for(auto& job : jobs) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
RenderState jobState;
@@ -1018,10 +1280,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
if(spriteJob->Depth == 0) {
jobState.Disable(GL_DEPTH_TEST);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
@@ -1051,17 +1310,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind PVM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind VM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
GLERROR("Bind TIM uniform");
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
GLERROR("Bind 6 uniform");
@@ -1092,29 +1348,25 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
GLERROR("Bind 18 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
GLERROR("Bind 19 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 20 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
GLERROR("END");
}
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind PVM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind VM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
GLERROR("Bind TIM uniform");
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
glUniform1f(Location_FillPercentage, job->FillPercentage);
@@ -1127,14 +1379,12 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
GLERROR("Bind 8 uniform");
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
GLERROR("Bind 9 uniform");
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 10 uniform");
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
GLERROR("END");
}
+11 -1
View File
@@ -24,6 +24,13 @@ RenderBuffer::~RenderBuffer()
}
}
Texture2DArray::~Texture2DArray()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
}
FrameBuffer::~FrameBuffer()
{
@@ -53,12 +60,15 @@ void FrameBuffer::Generate()
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
case GL_TEXTURE_2D_ARRAY:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
break;
}
GLERROR("2");
+38 -28
View File
@@ -12,7 +12,8 @@ PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb)
PickingPass::~PickingPass()
{
CommonFunctions::DeleteTexture(&m_PickingTexture);
CommonFunctions::DeleteTexture(&m_DepthBuffer);
}
@@ -61,8 +62,9 @@ void PickingPass::Draw(RenderScene& scene)
//TODO: Render: Add code for more jobs than modeljobs.
GLuint shaderHandle = m_PickingProgram->GetHandle();
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
m_PickingProgram->Bind();
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
@@ -98,10 +100,11 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
@@ -114,15 +117,19 @@ void PickingPass::Draw(RenderScene& scene)
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
if (lastShader != m_PickingProgram->GetHandle()) {
m_PickingProgram->Bind();
lastShader = m_PickingProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
@@ -208,10 +215,11 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
@@ -224,19 +232,24 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
if (lastShader != m_PickingProgram->GetHandle()) {
m_PickingProgram->Bind();
lastShader = m_PickingProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
m_PickingProgram->Bind();
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob->Pickable) {
@@ -271,14 +284,11 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int)));
}
}
+5 -3
View File
@@ -258,7 +258,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
m_World,
fillColor,
fillPercentage,
isShielded
isShielded,
false
));
if (m_World->HasComponent(cModel.EntityID, "Shield")){
explosionEffectJob->CalculateHash();
@@ -296,7 +297,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
m_World,
fillColor,
fillPercentage,
isShielded
isShielded,
(bool)cModel["Shadow"]
));
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
modelJob->CalculateHash();
@@ -449,7 +451,7 @@ void RenderSystem::Update(double dt)
fillModels(scene.Jobs);
fillPointLights(scene.Jobs.PointLight, m_World);
//TODO: Make sure all objects needed are also sorted.
scene.Jobs.OpaqueObjects.sort();
scene.Jobs.OpaqueObjects.sort([](auto& a, auto& b) {return *a < *b; });
fillSprites(scene.Jobs.SpriteJob, m_World);
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
fillText(scene.Jobs.Text, m_World);
+20 -1
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@@ -2,6 +2,19 @@
std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
Renderer::~Renderer() {
delete m_PickingPass;
delete m_LightCullingPass;
delete m_ImGuiRenderPass;
delete m_DrawFinalPass;
delete m_DrawScreenQuadPass;
delete m_DrawBloomPass;
delete m_DrawColorCorrectionPass;
delete m_SSAOPass;
delete m_CubeMapPass;
delete m_TextPass;
}
void Renderer::Initialize()
{
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
@@ -133,7 +146,9 @@ void Renderer::Draw(RenderFrame& frame)
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
m_SSAOPass->ClearBuffer();
m_ShadowPass->ClearBuffer();
m_BlurHUDPass->ClearBuffer();
m_ShadowPass->DebugGUI();
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) {
@@ -149,6 +164,9 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimer("Renderer-Depth");
SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth");
PerformanceTimer::StartTimerAndStopPrevious("Draw shadow maps");
m_ShadowPass->Draw(*scene);
GLERROR("Draw shadow maps");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
m_LightCullingPass->GenerateNewFrustum(*scene);
GLERROR("Generate frustums");
@@ -251,8 +269,9 @@ void Renderer::InitializeRenderPasses()
m_LightCullingPass = new LightCullingPass(this);
m_CubeMapPass = new CubeMapPass(this);
m_SSAOPass = new SSAOPass(this, m_Config);
m_ShadowPass = new ShadowPass(this);
m_BlurHUDPass = new BlurHUD(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
+7
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@@ -10,6 +10,13 @@ SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
}
SSAOPass::~SSAOPass() {
CommonFunctions::DeleteTexture(&m_SSAOTexture);
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
}
void SSAOPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
+39 -11
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@@ -4,22 +4,32 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
{
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return 0;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
std::string shaderFile = ReadFile(fileName);
GLuint shader = glCreateShader(shaderType);
if (GLERROR("glCreateShader"))
return 0;
std::size_t startPos = 0;
std::size_t SEofNewFile[2];
std::string key = "#include";
while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
{
SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
return 0;
std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
std::string replacementString = ReadFile(replacementFileName);
size_t firstof = replacementString.find_first_of((char)0);
replacementString.erase(firstof, replacementString.size() - firstof);
if (replacementString.length() <= 0)
return 0;
shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
startPos += replacementString.length(); //This might not be wanted.
}
const GLchar* shaderFiles = shaderFile.c_str();
const GLint length = static_cast<GLint>(shaderFile.length());
glShaderSource(shader, 1, &shaderFiles, &length);
@@ -46,6 +56,24 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
return shader;
}
std::string Shader::ReadFile(std::string fileName)
{
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return "";
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
return shaderFile;
}
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
{
m_ShaderHandle = 0;
+313
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@@ -0,0 +1,313 @@
#include "Rendering/ShadowPass.h"
ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
{
m_Renderer = renderer;
m_ResolutionSizeWidth = shadow_res_x;
m_ResolutionSizeHeight = shadow_res_y;
InitializeFrameBuffers();
InitializeShaderPrograms();
}
ShadowPass::ShadowPass(IRenderer * renderer)
{
m_Renderer = renderer;
InitializeFrameBuffers();
InitializeShaderPrograms();
}
ShadowPass::~ShadowPass()
{
}
void ShadowPass::DebugGUI()
{
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
}
void ShadowPass::InitializeCameras(RenderScene & scene)
{
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
m_shadowFrusta[i].AspectRatio = scene.Camera->AspectRatio();
m_shadowFrusta[i].FOV = scene.Camera->FOV();
}
}
// UpdateSplitDist computes the near and far distances for every frustum slice
// in camera eye space - that is, at what distance does a slice start and end
void ShadowPass::UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance)
{
float lambda = m_SplitWeight;
float ratio = far_distance / near_distance;
frusta[0].NearClip = near_distance;
for (int i = 1; i < m_CurrentNrOfSplits; i++) {
float si = i / static_cast<float>(m_CurrentNrOfSplits);
frusta[i].NearClip = lambda * (near_distance * powf(ratio, si)) + (1 - lambda) * (near_distance + (far_distance - near_distance) * si);
frusta[i - 1].FarClip = frusta[i].NearClip * 1.005f;
}
frusta[m_CurrentNrOfSplits - 1].FarClip = far_distance;
}
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v)
{
std::array<glm::vec4, 8> CornerPoint = {
glm::vec4(-1.f, -1.f, -1.f, 1.f),
glm::vec4(-1.f, 1.f, -1.f, 1.f),
glm::vec4(1.f, 1.f, -1.f, 1.f),
glm::vec4(1.f, -1.f, -1.f, 1.f),
glm::vec4(-1.f, -1.f, 1.f, 1.f),
glm::vec4(-1.f, 1.f, 1.f, 1.f),
glm::vec4(1.f, 1.f, 1.f, 1.f),
glm::vec4(1.f, -1.f, 1.f, 1.f)
};
for (int i = 0; i < 8; i++) {
glm::vec4 NDC = glm::inverse(p) * CornerPoint[i];
NDC = NDC / NDC.w;
frustum.CornerPoint[i] = glm::vec3(glm::inverse(v) * NDC);
}
}
// Compute the 8 corner points of the current view frustum in world space
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir)
{
glm::vec3 up = glm::vec3(0.f, 1.f, 0.f);
glm::vec3 right = glm::normalize(glm::cross(view_dir, up));
glm::vec3 far_center = camera_position + glm::normalize(view_dir) * frustum.FarClip;
glm::vec3 near_center = camera_position + glm::normalize(view_dir) * frustum.NearClip;
frustum.MiddlePoint = near_center + (far_center - near_center) * 0.5f;
up = glm::normalize(glm::cross(right, view_dir));
// these heights and widths are half the heights and widths of the near and far plane rectangles.
float near_height = tan(frustum.FOV / 2.f) * frustum.NearClip;
float near_width = near_height * frustum.AspectRatio;
float far_height = tan(frustum.FOV / 2.f) * frustum.FarClip;
float far_width = far_height * frustum.AspectRatio;
frustum.CornerPoint[0] = near_center - up * near_height - right * near_width;
frustum.CornerPoint[1] = near_center + up * near_height - right * near_width;
frustum.CornerPoint[2] = near_center + up * near_height + right * near_width;
frustum.CornerPoint[3] = near_center - up * near_height + right * near_width;
frustum.CornerPoint[4] = far_center - up * far_height - right * far_width;
frustum.CornerPoint[5] = far_center + up * far_height - right * far_width;
frustum.CornerPoint[6] = far_center + up * far_height + right * far_width;
frustum.CornerPoint[7] = far_center - up * far_height + right * far_width;
}
float ShadowPass::FindRadius(ShadowFrustum& frustum)
{
float radius = 0.f;
for (int i = 0; i < 8; i++) {
float distance = glm::distance(frustum.MiddlePoint, frustum.CornerPoint[i]);
if (distance > radius) {
radius = distance;
}
}
frustum.Radius = radius;
return radius;
}
void ShadowPass::InitializeFrameBuffers()
{
// Depth texture
glGenTextures(1, &m_DepthMap);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits);
//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
m_DepthBuffer.Generate();
GLERROR("depthMap failed END");
}
void ShadowPass::InitializeShaderPrograms()
{
m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgram->Compile();
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link();
}
void ShadowPass::ClearBuffer()
{
m_DepthBuffer.Bind();
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
m_DepthBuffer.Unbind();
}
void ShadowPass::PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v)
{
float left = INFINITY;
float right = -INFINITY;
float bottom = INFINITY;
float top = -INFINITY;
for (int i = 0; i < 8; i++)
{
glm::vec3 tempPoint = glm::vec3(v * glm::vec4(frustum.CornerPoint[i], 1.f));
if (tempPoint.x < left) { left = tempPoint.x; }
if (tempPoint.x > right) { right = tempPoint.x; }
if (tempPoint.y < bottom) { bottom = tempPoint.y; }
if (tempPoint.y > top) { top = tempPoint.y; }
}
frustum.LRBT = { left, right, bottom, top };
}
void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
{
float quantizationStep = 1.0f / m_ResolutionSizeHeight;
float left = -frustum.Radius;
float right = frustum.Radius;
float bottom = -frustum.Radius;
float top = frustum.Radius;
frustum.LRBT = { left, right, bottom, top };
}
void ShadowPass::Draw(RenderScene & scene)
{
if (m_EnableShadows) {
InitializeCameras(scene);
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind();
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if (directionalLightJob) {
m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
//FindRadius(m_shadowFrusta[i]);
//RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
if (!modelJob->Shadow) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
}
}
if (m_TransparentObjects) {
state->CullFace(GL_BACK);
for (auto &objectJob : scene.Jobs.TransparentObjects) {
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
if (!modelJob->Shadow) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
if (m_TexturedShadows) {
switch (modelJob->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE24);
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
break;
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE24);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
break;
}
}
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
}
}
state->CullFace(GL_FRONT);
}
}
}
}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_DepthBuffer.Unbind();
delete state;
}
}
+19
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@@ -0,0 +1,19 @@
#include "Rendering/ShadowPassState.h"
ShadowPassState::ShadowPassState(GLuint frameBuffer)
{
BindFramebuffer(frameBuffer);
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Disable(GL_BLEND);
Disable(GL_TEXTURE_2D);
CullFace(GL_FRONT);
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
//Enable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER, 0.9f);
}
ShadowPassState::~ShadowPassState()
{
}
+2
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@@ -321,6 +321,8 @@ Skeleton::~Skeleton()
for (auto &kv : Bones) {
delete kv.second;
}
BlendTrees.clear();
}
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
+1 -1
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@@ -37,7 +37,7 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
GLERROR("glReadPixels(pdata) Error");
PickDataBuffer->Unbind();
GLERROR("Unbind Error");
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
GLERROR("glBindFramebuffer(DepthBuffer) Error");
float depthData;