Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| cc5943fcee | |||
| 62e22d3821 | |||
| 0805375483 | |||
| f56705d921 |
@@ -24,7 +24,6 @@ public:
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private:
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private:
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Octree<EntityAABB>* m_Octree;
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Octree<EntityAABB>* m_Octree;
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std::vector<EntityAABB> m_OctreeResult;
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std::vector<EntityAABB> m_OctreeResult;
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std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
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};
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};
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#endif
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#endif
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@@ -29,7 +29,6 @@ struct EntityWrapper
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EntityWrapper Parent();
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
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bool IsChildOf(EntityWrapper potentialParent);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid() const;
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bool Valid() const;
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@@ -40,7 +39,6 @@ struct EntityWrapper
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private:
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private:
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
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};
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};
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namespace std
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namespace std
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@@ -40,7 +40,7 @@ public:
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// Change the parent of an entity
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// Change the parent of an entity
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void SetParent(EntityID entity, EntityID parent);
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void SetParent(EntityID entity, EntityID parent);
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// Get children of an entity
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// Get children of an entity
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity);
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
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// Get all component pools
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// Get all component pools
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const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
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const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
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// Get the entity children map
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// Get the entity children map
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@@ -73,12 +73,6 @@ public:
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// Called when the user means to rename an entity.
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// Called when the user means to rename an entity.
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typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
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typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
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void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
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void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
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// Called when the user pastes an entity previously "copied"
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// @param EntityWrapper The entity to copy
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// @param EntityWrapper The entity to parent the new copy to
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// @return The new copy of the entity
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typedef std::function<EntityWrapper(EntityWrapper, EntityWrapper)> OnEntityPaste_t;
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void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; }
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// Called when the user means to attach a new component to an entity.
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// Called when the user means to attach a new component to an entity.
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typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
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typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
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void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
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void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
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@@ -117,7 +111,6 @@ private:
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std::string m_DroppedFile = "";
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std::string m_DroppedFile = "";
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bool m_Paused = false;
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bool m_Paused = false;
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bool m_MouseLocked = false;
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bool m_MouseLocked = false;
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EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
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// Callbacks
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// Callbacks
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OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
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OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
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@@ -131,7 +124,6 @@ private:
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OnComponentDelete_t m_OnComponentDelete = nullptr;
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OnComponentDelete_t m_OnComponentDelete = nullptr;
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OnWidgetMode_t m_OnWidgetMode = nullptr;
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OnWidgetMode_t m_OnWidgetMode = nullptr;
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OnWidgetSpace_t m_OnWidgetSpace = nullptr;
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OnWidgetSpace_t m_OnWidgetSpace = nullptr;
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OnEntityPaste_t m_OnEntityPaste = nullptr;
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// Events
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// Events
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EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
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EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
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@@ -56,7 +56,6 @@ private:
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void OnEntityDelete(EntityWrapper entity);
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void OnEntityDelete(EntityWrapper entity);
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void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
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void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
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void OnEntityChangeName(EntityWrapper entity, const std::string& name);
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void OnEntityChangeName(EntityWrapper entity, const std::string& name);
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EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
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void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
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void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
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void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
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void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
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void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
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void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
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@@ -19,7 +19,6 @@
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#include "Core/World.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/EventBroker.h"
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#include "Core/ConfigFile.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerDeath.h"
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#include "Input/EInputCommand.h"
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerDamage.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "../Game/Events/EDoubleJump.h"
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@@ -12,7 +12,7 @@
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class DrawBloomPass
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class DrawBloomPass
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{
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{
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public:
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public:
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DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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~DrawBloomPass() { }
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void InitializeTextures();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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@@ -23,23 +23,34 @@ public:
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void FillGaussianBuffer(FrameBuffer* fb);
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void FillGaussianBuffer(FrameBuffer* fb);
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void Draw(GLuint texture);
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void Draw(GLuint texture);
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void ChangeQuality(int quality);
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void OnWindowResize();
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void OnWindowResize();
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//Getters
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//Getters
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//Return the blurred result of the texture that was sent into draw
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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}
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else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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int m_Iterations = 7;
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int m_Quality = 3;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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GLuint m_GaussianTexture_vert;
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@@ -5,6 +5,7 @@
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#include "DrawFinalPassState.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "CubeMapPass.h"
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#include "SSAOPass.h"
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#include "FrameBuffer.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -14,12 +15,12 @@
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class DrawFinalPass
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class DrawFinalPass
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{
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{
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public:
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void Draw(RenderScene& scene);
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void ClearBuffer();
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void ClearBuffer();
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void OnWindowResize();
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void OnWindowResize();
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@@ -38,7 +39,7 @@ private:
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -71,6 +72,7 @@ private:
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const IRenderer* m_Renderer;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -5,6 +5,7 @@
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#include "../OpenGL.h"
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/ConfigFile.h"
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#include "Util/ScreenCoords.h"
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#include "Util/ScreenCoords.h"
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#include "Camera.h"
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#include "Camera.h"
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#include "RenderQueue.h"
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#include "RenderQueue.h"
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@@ -32,8 +32,9 @@ class Renderer : public IRenderer
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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public:
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public:
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Renderer(EventBroker* eventBroker)
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Renderer(EventBroker* eventBroker, ConfigFile* config)
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: m_EventBroker(eventBroker)
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: m_EventBroker(eventBroker)
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, m_Config(config)
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{ }
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{ }
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virtual void Initialize() override;
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virtual void Initialize() override;
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@@ -47,6 +48,7 @@ private:
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//----------------------Variables----------------------//
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//----------------------Variables----------------------//
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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ConfigFile* m_Config;
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EventBroker* m_EventBroker;
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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TextPass* m_TextPass;
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@@ -61,12 +63,8 @@ private:
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int m_DebugTextureToDraw = 0;
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int m_DebugTextureToDraw = 0;
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int m_CubeMapTexture = 0;
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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int m_SSAO_Quality = 0;
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float m_SSAO_Bias = 0.05f;
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int m_GLOW_Quality = 2;
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float m_SSAO_Contrast = 1.5f;
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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PickingPass* m_PickingPass;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -13,18 +13,32 @@
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class SSAOPass
|
class SSAOPass
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{
|
{
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public:
|
public:
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SSAOPass(IRenderer* rendere);
|
SSAOPass(IRenderer* renderer, ConfigFile* config);
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~SSAOPass() {
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~SSAOPass() { };
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delete m_DrawBloomPass;
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};
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void ChangeQuality(int quality);
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void Draw(GLuint depthBuffer, Camera* camera);
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
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void ClearBuffer();
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void ClearBuffer();
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void OnWindowResize();
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void OnWindowResize();
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//Return the SSAO of the texture sent to Draw
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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GLuint SSAOTexture() const {
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if (m_Quality == 0) {
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return m_WhiteTexture->m_Texture;
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|
} else {
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return m_GaussianTexture_vert;
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|
}
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|
}
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|
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|
int TextureQuality() const {
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|
if (m_Quality == 0) {
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|
return 13;
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|
} else {
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|
return m_TextureQuality;
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||||||
|
}
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||||||
|
}
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|
|
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private:
|
private:
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void InitializeTexture();
|
void InitializeTexture();
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@@ -40,6 +54,7 @@ private:
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Model* m_ScreenQuad;
|
Model* m_ScreenQuad;
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|
|
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const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
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|
ConfigFile* m_Config;
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||||||
|
|
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float m_Radius;
|
float m_Radius;
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float m_Bias;
|
float m_Bias;
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@@ -47,6 +62,11 @@ private:
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float m_IntensityScale;
|
float m_IntensityScale;
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int m_NumOfSamples;
|
int m_NumOfSamples;
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int m_NumOfTurns;
|
int m_NumOfTurns;
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||||||
|
int m_Iterations;
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|
int m_TextureQuality;
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|
int m_Quality = 0;
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|
||||||
|
Texture* m_WhiteTexture;
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||||||
|
|
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GLuint m_SSAOTexture;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
|
FrameBuffer m_SSAOFramBuffer;
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@@ -54,10 +74,16 @@ private:
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GLuint m_SSAOViewSpaceZTexture;
|
GLuint m_SSAOViewSpaceZTexture;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
FrameBuffer m_SSAOViewSpaceZFramBuffer;
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|
|
||||||
|
GLuint m_GaussianTexture_horiz;
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|
GLuint m_GaussianTexture_vert;
|
||||||
|
|
||||||
|
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||||
|
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||||
|
|
||||||
ShaderProgram* m_SSAOProgram;
|
ShaderProgram* m_SSAOProgram;
|
||||||
ShaderProgram* m_SSAOViewSpaceZProgram;
|
ShaderProgram* m_SSAOViewSpaceZProgram;
|
||||||
|
ShaderProgram* m_GaussianProgram_horiz;
|
||||||
DrawBloomPass* m_DrawBloomPass;
|
ShaderProgram* m_GaussianProgram_vert;
|
||||||
};
|
};
|
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|
|
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#endif
|
#endif
|
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@@ -37,3 +37,36 @@ ResourceLoading=true
|
|||||||
BGMVolume=1.0
|
BGMVolume=1.0
|
||||||
SFXVolume=1.0
|
SFXVolume=1.0
|
||||||
Announcer=female
|
Announcer=female
|
||||||
|
|
||||||
|
[SSAO]
|
||||||
|
Quality=0
|
||||||
|
|
||||||
|
[SSAO1]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=8
|
||||||
|
NumTurns=3
|
||||||
|
NumIterations=5
|
||||||
|
TextureQuality=2
|
||||||
|
|
||||||
|
[SSAO2]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=16
|
||||||
|
NumTurns=13
|
||||||
|
NumIterations=9
|
||||||
|
TextureQuality=1
|
||||||
|
|
||||||
|
[SSAO3]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=24
|
||||||
|
NumTurns=17
|
||||||
|
NumIterations=13
|
||||||
|
TextureQuality=0
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
|
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
|
||||||
<Velocity X="0" Y="0" Z="0"/>
|
<Velocity X="0" Y="0" Z="0"/>
|
||||||
<Gravity>true</Gravity>
|
<Gravity>true</Gravity>
|
||||||
|
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
|
||||||
<IsOnGround>false</IsOnGround>
|
<IsOnGround>false</IsOnGround>
|
||||||
<VerticalStepHeight>0.33</VerticalStepHeight>
|
<VerticalStepHeight>0.33</VerticalStepHeight>
|
||||||
</Physics>
|
</Physics>
|
||||||
|
|||||||
@@ -13,6 +13,7 @@
|
|||||||
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
|
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
|
||||||
|
<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
|
||||||
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
|
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
|
||||||
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
|
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
|
||||||
|
|||||||
@@ -13,6 +13,7 @@
|
|||||||
<c:DashAbility/>
|
<c:DashAbility/>
|
||||||
<c:Health/>
|
<c:Health/>
|
||||||
<c:Physics>
|
<c:Physics>
|
||||||
|
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
|
||||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||||
</c:Physics>
|
</c:Physics>
|
||||||
<c:Player>
|
<c:Player>
|
||||||
|
|||||||
@@ -13,6 +13,7 @@
|
|||||||
<c:DashAbility/>
|
<c:DashAbility/>
|
||||||
<c:Health/>
|
<c:Health/>
|
||||||
<c:Physics>
|
<c:Physics>
|
||||||
|
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
|
||||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||||
</c:Physics>
|
</c:Physics>
|
||||||
<c:Player>
|
<c:Player>
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ uniform vec4 AmbientColor;
|
|||||||
uniform float FillPercentage;
|
uniform float FillPercentage;
|
||||||
uniform float GlowIntensity = 10;
|
uniform float GlowIntensity = 10;
|
||||||
uniform vec3 CameraPosition;
|
uniform vec3 CameraPosition;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
uniform vec2 DiffuseUVRepeat;
|
uniform vec2 DiffuseUVRepeat;
|
||||||
uniform vec2 NormalUVRepeat;
|
uniform vec2 NormalUVRepeat;
|
||||||
@@ -125,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
|
|||||||
uniform vec4 FillColor;
|
uniform vec4 FillColor;
|
||||||
uniform vec4 Color;
|
uniform vec4 Color;
|
||||||
uniform vec4 AmbientColor;
|
uniform vec4 AmbientColor;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
//Get bineded at the same time as the textures
|
//Get bineded at the same time as the textures
|
||||||
uniform vec2 DiffuseUVRepeat1;
|
uniform vec2 DiffuseUVRepeat1;
|
||||||
@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
|
|
||||||
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||||
|
|||||||
@@ -2,11 +2,11 @@
|
|||||||
|
|
||||||
//Number of samples per pixel
|
//Number of samples per pixel
|
||||||
uniform int uNumOfSamples;
|
uniform int uNumOfSamples;
|
||||||
//#define NUM_SAMPLES (11)
|
//#define uNumOfSamples (11)
|
||||||
|
|
||||||
//Number of turns around the cirle
|
//Number of turns around the cirle
|
||||||
uniform int uNumOfTurns;
|
uniform int uNumOfTurns;
|
||||||
//#define NUM_TURNS (7)
|
//#define uNumOfTurns (7)
|
||||||
|
|
||||||
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
||||||
|
|
||||||
@@ -16,15 +16,16 @@ uniform float uProjScale;
|
|||||||
//#define ProjScale 500
|
//#define ProjScale 500
|
||||||
|
|
||||||
uniform float uRadius;
|
uniform float uRadius;
|
||||||
//#define Radius 1.0f
|
//#define uRadius 1.0f
|
||||||
|
|
||||||
uniform float uBias;
|
uniform float uBias;
|
||||||
//#define Bias 0.012f
|
//#define uBias 0.05f
|
||||||
|
|
||||||
uniform float uContrast;
|
uniform float uContrast;
|
||||||
//#define IntensityDivR6 1
|
//#define uContrast 1.5f
|
||||||
|
|
||||||
uniform float uIntensityScale;
|
uniform float uIntensityScale;
|
||||||
|
//#define uIntensityScale 1.0f
|
||||||
|
|
||||||
out float AO;
|
out float AO;
|
||||||
|
|
||||||
@@ -88,13 +89,7 @@ void main() {
|
|||||||
|
|
||||||
vec3 origin = getVSPosition(originScreenCoord);
|
vec3 origin = getVSPosition(originScreenCoord);
|
||||||
|
|
||||||
float radius;
|
float radius = min(origin.z, uRadius);
|
||||||
if(origin.z < uRadius){
|
|
||||||
radius = origin.z;
|
|
||||||
} else {
|
|
||||||
radius = uRadius;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
vec3 originNormal = getVSFaceNormal(origin);
|
vec3 originNormal = getVSFaceNormal(origin);
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,12 @@
|
|||||||
|
|
||||||
layout (location = 0) in vec3 Position;
|
layout (location = 0) in vec3 Position;
|
||||||
|
|
||||||
|
out VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Output;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(Position, 1.0);
|
gl_Position = vec4(Position, 1.0);
|
||||||
|
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||||
}
|
}
|
||||||
@@ -3,11 +3,15 @@
|
|||||||
layout (binding = 0) uniform sampler2D DepthBuffer;
|
layout (binding = 0) uniform sampler2D DepthBuffer;
|
||||||
uniform vec3 ClipInfo;
|
uniform vec3 ClipInfo;
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Input;
|
||||||
|
|
||||||
out float depthLinear;
|
out float depthLinear;
|
||||||
//Just for Debug, should be depthLinear
|
//Just for Debug, should be depthLinear
|
||||||
//out vec4 fragmentColor;
|
//out vec4 fragmentColor;
|
||||||
void main() {
|
void main() {
|
||||||
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
|
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
|
||||||
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
||||||
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
||||||
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
||||||
|
|||||||
@@ -16,51 +16,51 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
EntityAABB& boxA = *boundingBox;
|
EntityAABB& boxA = *boundingBox;
|
||||||
bool everHitTheGround = false;
|
bool everHitTheGround = false;
|
||||||
|
|
||||||
auto prevPosIt = m_PrevPositions.find(entity);
|
glm::vec3 size = boxA.Size();
|
||||||
if (prevPosIt != m_PrevPositions.end()) {
|
float diameter = std::min(size.x, size.z);
|
||||||
glm::vec3 size = boxA.Size();
|
glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
|
||||||
float diameter = std::min(size.x, size.z);
|
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
|
||||||
glm::vec3 prevOrigin = prevPosIt->second;
|
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
|
||||||
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
|
//If the entity has moved farther than the size of its box, we need to handle it specially.
|
||||||
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
|
bool traceCollision = rayLength > diameter;
|
||||||
//If the entity has moved farther than the size of its box, we need to handle it specially.
|
//hack solution: If prevOrigin is less than -9000 in all dimensions,
|
||||||
if (rayLength > diameter) {
|
//then it means it is not set, i.e. this is the first collision check for the entity.
|
||||||
Ray ray(prevOrigin, toCurrentPos);
|
if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
|
||||||
m_OctreeResult.clear();
|
Ray ray(prevOrigin, toCurrentPos);
|
||||||
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
|
m_OctreeResult.clear();
|
||||||
for (auto& boxB : m_OctreeResult) {
|
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
|
||||||
if (boxA.Entity == boxB.Entity) {
|
for (auto& boxB : m_OctreeResult) {
|
||||||
|
if (boxA.Entity == boxB.Entity) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
bool hit;
|
||||||
|
float dist;
|
||||||
|
if (boxB.Entity.HasComponent("Model")) {
|
||||||
|
RawModel* model;
|
||||||
|
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
|
||||||
|
try {
|
||||||
|
model = ResourceManager::Load<RawModel, true>(res);
|
||||||
|
} catch (const std::exception&) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
bool hit;
|
float u, v;
|
||||||
float dist;
|
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
|
||||||
if (boxB.Entity.HasComponent("Model")) {
|
} else {
|
||||||
RawModel* model;
|
hit = Collision::RayVsAABB(ray, boxB, dist);
|
||||||
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
|
}
|
||||||
try {
|
if (hit && dist < rayLength) {
|
||||||
model = ResourceManager::Load<RawModel, true>(res);
|
//Set the entity to where it was colliding, minus the maximum box size.
|
||||||
} catch (const std::exception&) {
|
//TODO: Perhaps this should be done slightly more properly.
|
||||||
continue;
|
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
|
||||||
}
|
glm::vec3 resolve = newOriginPos - boxA.Origin();
|
||||||
float u, v;
|
(glm::vec3&)cTransform["Position"] += resolve;
|
||||||
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
|
boxA = *Collision::EntityAbsoluteAABB(entity);
|
||||||
} else {
|
if (resolve.y > 0) {
|
||||||
hit = Collision::RayVsAABB(ray, boxB, dist);
|
everHitTheGround = true;
|
||||||
}
|
(bool)cPhysics["IsOnGround"] = true;
|
||||||
if (hit && dist < rayLength) {
|
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
|
||||||
//Set the entity to where it was colliding, minus the maximum box size.
|
|
||||||
//TODO: Perhaps this should be done slightly more properly.
|
|
||||||
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
|
|
||||||
glm::vec3 resolve = newOriginPos - boxA.Origin();
|
|
||||||
(glm::vec3&)cTransform["Position"] += resolve;
|
|
||||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
|
||||||
if (resolve.y > 0) {
|
|
||||||
everHitTheGround = true;
|
|
||||||
(bool)cPhysics["IsOnGround"] = true;
|
|
||||||
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -90,7 +90,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||||
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
|
||||||
cPhysics["Velocity"] = inOutVelocity;
|
cPhysics["Velocity"] = inOutVelocity;
|
||||||
if (isOnGround) {
|
if (isOnGround) {
|
||||||
everHitTheGround = true;
|
everHitTheGround = true;
|
||||||
@@ -100,7 +99,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
||||||
//Enter here if boxB has no Model.
|
//Enter here if boxB has no Model.
|
||||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||||
boxA = *Collision::EntityAbsoluteAABB(entity);
|
|
||||||
if (resolutionVector.y > 0) {
|
if (resolutionVector.y > 0) {
|
||||||
everHitTheGround = true;
|
everHitTheGround = true;
|
||||||
(bool)cPhysics["IsOnGround"] = true;
|
(bool)cPhysics["IsOnGround"] = true;
|
||||||
@@ -114,5 +112,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
|||||||
(bool)cPhysics["IsOnGround"] = false;
|
(bool)cPhysics["IsOnGround"] = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
m_PrevPositions[entity] = boxA.Origin();
|
(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -51,17 +51,6 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
|
|||||||
return EntityWrapper::Invalid;
|
return EntityWrapper::Invalid;
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
|
|
||||||
{
|
|
||||||
if (!Valid()) {
|
|
||||||
return EntityWrapper::Invalid;
|
|
||||||
}
|
|
||||||
|
|
||||||
EntityWrapper clone = cloneRecursive(*this, EntityWrapper::Invalid);
|
|
||||||
this->World->SetParent(clone.ID, parent.ID);
|
|
||||||
return clone;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
|
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
|
||||||
{
|
{
|
||||||
EntityWrapper entity = *this;
|
EntityWrapper entity = *this;
|
||||||
@@ -122,7 +111,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
|
|||||||
return EntityWrapper::Invalid;
|
return EntityWrapper::Invalid;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto itPair = this->World->GetDirectChildren(parent);
|
auto itPair = this->World->GetChildren(parent);
|
||||||
if (itPair.first == itPair.second) {
|
if (itPair.first == itPair.second) {
|
||||||
return EntityWrapper::Invalid;
|
return EntityWrapper::Invalid;
|
||||||
}
|
}
|
||||||
@@ -142,27 +131,3 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
|
|||||||
return EntityWrapper::Invalid;
|
return EntityWrapper::Invalid;
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper parent)
|
|
||||||
{
|
|
||||||
EntityWrapper clone = EntityWrapper(entity.World, entity.World->CreateEntity(parent.ID));
|
|
||||||
entity.World->SetName(clone.ID, entity.Name());
|
|
||||||
|
|
||||||
// Clone components
|
|
||||||
for (auto& kv : entity.World->GetComponentPools()) {
|
|
||||||
if (kv.second->KnowsEntity(entity.ID)) {
|
|
||||||
ComponentWrapper c1 = kv.second->GetByEntity(entity.ID);
|
|
||||||
ComponentWrapper c2 = entity.World->AttachComponent(clone.ID, kv.first);
|
|
||||||
c1.Copy(c2);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Clone children
|
|
||||||
auto children = entity.World->GetDirectChildren(entity.ID);
|
|
||||||
for (auto it = children.first; it != children.second; ++it) {
|
|
||||||
EntityWrapper child(entity.World, it->second);
|
|
||||||
cloneRecursive(child, clone);
|
|
||||||
}
|
|
||||||
|
|
||||||
return clone;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|||||||
@@ -127,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent)
|
|||||||
m_EntityChildren.insert(std::make_pair(parent, entity));
|
m_EntityChildren.insert(std::make_pair(parent, entity));
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetDirectChildren(EntityID entity)
|
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetChildren(EntityID entity)
|
||||||
{
|
{
|
||||||
return m_EntityChildren.equal_range(entity);
|
return m_EntityChildren.equal_range(entity);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -580,11 +580,6 @@ void EditorGUI::createWidgetToolButton(WidgetMode mode)
|
|||||||
|
|
||||||
bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
|
bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
if (io.WantCaptureKeyboard) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) {
|
if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) {
|
||||||
if (m_CurrentSelection.Valid()) {
|
if (m_CurrentSelection.Valid()) {
|
||||||
EntityWrapper baseParent = m_CurrentSelection;
|
EntityWrapper baseParent = m_CurrentSelection;
|
||||||
@@ -603,19 +598,6 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
|
|||||||
entityImport(m_World);
|
entityImport(m_World);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) {
|
|
||||||
m_CopyTarget = m_CurrentSelection;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) {
|
|
||||||
if (m_OnEntityPaste != nullptr) {
|
|
||||||
EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection);
|
|
||||||
if (copy != EntityWrapper::Invalid) {
|
|
||||||
SelectEntity(copy);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (e.KeyCode == GLFW_KEY_DELETE) {
|
if (e.KeyCode == GLFW_KEY_DELETE) {
|
||||||
if (m_CurrentSelection.Valid()) {
|
if (m_CurrentSelection.Valid()) {
|
||||||
entityDelete(m_CurrentSelection);
|
entityDelete(m_CurrentSelection);
|
||||||
|
|||||||
@@ -28,7 +28,6 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
|
|||||||
m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1));
|
m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1));
|
||||||
m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2));
|
m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2));
|
||||||
m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2));
|
m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2));
|
||||||
m_EditorGUI->SetEntityPasteCallback(std::bind(&EditorSystem::OnEntityPaste, this, std::placeholders::_1, std::placeholders::_2));
|
|
||||||
m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2));
|
m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2));
|
||||||
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
|
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
|
||||||
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
|
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
|
||||||
@@ -161,11 +160,6 @@ void EditorSystem::OnEntityChangeName(EntityWrapper entity, const std::string& n
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityWrapper EditorSystem::OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent)
|
|
||||||
{
|
|
||||||
return entityToCopy.Clone(parent);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType)
|
void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType)
|
||||||
{
|
{
|
||||||
if (entity.Valid()) {
|
if (entity.Valid()) {
|
||||||
|
|||||||
@@ -261,14 +261,8 @@ void Client::parseEntityDeletion(Packet & packet)
|
|||||||
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
|
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
|
||||||
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
|
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
|
||||||
if (m_World->ValidEntity(localEntity)) {
|
if (m_World->ValidEntity(localEntity)) {
|
||||||
if (m_World->HasComponent(localEntity,"Player")) {
|
m_World->DeleteEntity(localEntity);
|
||||||
Events::PlayerDeath e;
|
deleteFromServerClientMaps(entityToDelete, localEntity);
|
||||||
e.Player = EntityWrapper(m_World, localEntity);
|
|
||||||
m_EventBroker->Publish(e);
|
|
||||||
} else {
|
|
||||||
m_World->DeleteEntity(localEntity);
|
|
||||||
deleteFromServerClientMaps(entityToDelete, localEntity);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -186,7 +186,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
|
|||||||
|
|
||||||
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
||||||
{
|
{
|
||||||
auto itPair = m_World->GetDirectChildren(entityID);
|
auto itPair = m_World->GetChildren(entityID);
|
||||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||||
// Loop through every child
|
// Loop through every child
|
||||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||||
@@ -234,7 +234,7 @@ void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
|
|||||||
|
|
||||||
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
|
||||||
{
|
{
|
||||||
auto itPair = m_World->GetDirectChildren(entityID);
|
auto itPair = m_World->GetChildren(entityID);
|
||||||
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||||
// Loop through every child
|
// Loop through every child
|
||||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||||
@@ -601,7 +601,7 @@ void Server::parsePlayerTransform(Packet& packet)
|
|||||||
|
|
||||||
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
||||||
{
|
{
|
||||||
auto children = m_World->GetDirectChildren(childEntity.ID);
|
auto children = m_World->GetChildren(childEntity.ID);
|
||||||
for (auto it = children.first; it != children.second; it++) {
|
for (auto it = children.first; it != children.second; it++) {
|
||||||
EntityWrapper child(m_World, it->second);
|
EntityWrapper child(m_World, it->second);
|
||||||
if(child.HasComponent("CapturePoint")) {
|
if(child.HasComponent("CapturePoint")) {
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ void CubeMapPass::LoadTextures(std::string input)
|
|||||||
m_CubeMapTextures.push_back(img);
|
m_CubeMapTextures.push_back(img);
|
||||||
}
|
}
|
||||||
GenerateCubeMapTexture();
|
GenerateCubeMapTexture();
|
||||||
m_PreviusCubeMapTexture = input;
|
m_PreviusCubeMapTexture = input;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,19 +1,42 @@
|
|||||||
#include "Rendering/DrawBloomPass.h"
|
#include "Rendering/DrawBloomPass.h"
|
||||||
|
|
||||||
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
|
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||||
|
: m_Renderer(renderer)
|
||||||
|
, m_Config(config)
|
||||||
{
|
{
|
||||||
m_Renderer = renderer;
|
InitializeTextures();
|
||||||
|
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
|
||||||
|
|
||||||
InitializeTextures();
|
|
||||||
InitializeBuffers();
|
|
||||||
InitializeShaderPrograms();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeTextures()
|
void DrawBloomPass::InitializeTextures()
|
||||||
{
|
{
|
||||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawBloomPass::ChangeQuality(int quality)
|
||||||
|
{
|
||||||
|
if (m_Quality == quality) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
m_Quality = quality;
|
||||||
|
|
||||||
|
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||||
|
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_horiz);
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_vert);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
InitializeTextures();
|
||||||
|
InitializeBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
std::string qStr = std::to_string(m_Quality);
|
||||||
|
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
|
||||||
|
|
||||||
|
InitializeBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeShaderPrograms()
|
void DrawBloomPass::InitializeShaderPrograms()
|
||||||
@@ -40,18 +63,25 @@ void DrawBloomPass::InitializeBuffers()
|
|||||||
{
|
{
|
||||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
|
|
||||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawBloomPass::ClearBuffer()
|
void DrawBloomPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
@@ -66,6 +96,9 @@ void DrawBloomPass::ClearBuffer()
|
|||||||
|
|
||||||
void DrawBloomPass::Draw(GLuint texture)
|
void DrawBloomPass::Draw(GLuint texture)
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GLERROR("DrawBloomPass::Draw: Pre");
|
GLERROR("DrawBloomPass::Draw: Pre");
|
||||||
|
|
||||||
DrawBloomPassState state;
|
DrawBloomPassState state;
|
||||||
@@ -84,7 +117,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
//Iterate some times to make it more gaussian.
|
//Iterate some times to make it more gaussian.
|
||||||
for (int i = 1; i < m_iterations; i++) {
|
for (int i = 1; i < m_Iterations; i++) {
|
||||||
//Vertical pass
|
//Vertical pass
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
m_GaussianProgram_vert->Bind();
|
m_GaussianProgram_vert->Bind();
|
||||||
@@ -125,6 +158,9 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
|
|
||||||
void DrawBloomPass::OnWindowResize()
|
void DrawBloomPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
@@ -133,6 +169,7 @@ void DrawBloomPass::OnWindowResize()
|
|||||||
|
|
||||||
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||||
{
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
glGenTextures(1, texture);
|
glGenTextures(1, texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
|
|||||||
@@ -1,9 +1,9 @@
|
|||||||
#include "Rendering/DrawFinalPass.h"
|
#include "Rendering/DrawFinalPass.h"
|
||||||
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
|
||||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
|
: m_Renderer(renderer)
|
||||||
: m_Renderer(renderer)
|
, m_LightCullingPass(lightCullingPass)
|
||||||
, m_LightCullingPass(lightCullingPass)
|
, m_CubeMapPass(cubeMapPass)
|
||||||
, m_CubeMapPass(cubeMapPass)
|
, m_SSAOPass(ssaoPass)
|
||||||
{
|
{
|
||||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||||
m_ShieldPixelRate = 8;
|
m_ShieldPixelRate = 8;
|
||||||
@@ -162,20 +162,20 @@ void DrawFinalPass::InitializeShaderPrograms()
|
|||||||
|
|
||||||
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
||||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
||||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
// m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||||
m_FillDepthBufferProgram->Compile();
|
m_FillDepthBufferProgram->Compile();
|
||||||
m_FillDepthBufferProgram->Link();
|
m_FillDepthBufferProgram->Link();
|
||||||
GLERROR("Creating DepthFill program");
|
GLERROR("Creating DepthFill program");
|
||||||
|
|
||||||
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
||||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
||||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
// m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||||
m_FillDepthBufferSkinnedProgram->Compile();
|
m_FillDepthBufferSkinnedProgram->Compile();
|
||||||
m_FillDepthBufferSkinnedProgram->Link();
|
m_FillDepthBufferSkinnedProgram->Link();
|
||||||
GLERROR("Creating DepthFill program");
|
GLERROR("Creating DepthFill program");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
void DrawFinalPass::Draw(RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLERROR("Pre");
|
GLERROR("Pre");
|
||||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||||
@@ -191,10 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
//Fill depth buffer
|
//Fill depth buffer
|
||||||
|
|
||||||
state->StencilMask(0x00);
|
state->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
state->BlendFunc(GL_ONE, GL_ONE);
|
state->BlendFunc(GL_ONE, GL_ONE);
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||||
@@ -210,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
//Draw Opaque shielded objects
|
//Draw Opaque shielded objects
|
||||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
state->StencilMask(0x00);
|
state->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
|
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||||
GLERROR("Shielded Opaque object");
|
GLERROR("Shielded Opaque object");
|
||||||
|
|
||||||
//Draw Transparen Shielded objects
|
//Draw Transparen Shielded objects
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
|
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||||
GLERROR("Shielded Transparent objects");
|
GLERROR("Shielded Transparent objects");
|
||||||
|
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
@@ -250,9 +250,9 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
stateLowRes->Enable(GL_DEPTH_TEST);
|
stateLowRes->Enable(GL_DEPTH_TEST);
|
||||||
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
||||||
stateLowRes->StencilMask(0x00);
|
stateLowRes->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
@@ -340,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
|||||||
GLERROR("MipMap Texture initialization failed");
|
GLERROR("MipMap Texture initialization failed");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
|
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||||
GLERROR("forwardHandle");
|
GLERROR("forwardHandle");
|
||||||
@@ -364,7 +364,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
|
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
||||||
|
|
||||||
for (auto &job : jobs) {
|
for (auto &job : jobs) {
|
||||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||||
@@ -383,7 +383,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
@@ -401,7 +401,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -463,7 +463,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
@@ -753,6 +753,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
|
|
||||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||||
GLERROR("Bind 1 uniform");
|
GLERROR("Bind 1 uniform");
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||||
GLERROR("Bind 2 uniform");
|
GLERROR("Bind 2 uniform");
|
||||||
@@ -801,6 +802,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
|||||||
|
|
||||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||||
GLERROR("Bind 1 uniform");
|
GLERROR("Bind 1 uniform");
|
||||||
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
||||||
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
|||||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
|
glDepthFunc(GL_LEQUAL);
|
||||||
Enable(GL_STENCIL_TEST);
|
Enable(GL_STENCIL_TEST);
|
||||||
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
|
|||||||
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
|
|||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
|
|
||||||
std::vector<GLenum> attachments;
|
std::vector<GLenum> attachments;
|
||||||
|
if (m_BufferHandle == 0) {
|
||||||
glGenFramebuffers(1, &m_BufferHandle);
|
glGenFramebuffers(1, &m_BufferHandle);
|
||||||
|
}
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
||||||
GLERROR("1");
|
GLERROR("1");
|
||||||
|
|
||||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||||
switch ((*it)->m_ResourceType) {
|
switch ((*it)->m_ResourceType) {
|
||||||
case GL_TEXTURE_2D:
|
case GL_TEXTURE_2D:
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case GL_RENDERBUFFER:
|
case GL_RENDERBUFFER:
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
GLERROR("2");
|
GLERROR("2");
|
||||||
|
|
||||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||||
attachments.push_back((*it)->m_Attachment);
|
attachments.push_back((*it)->m_Attachment);
|
||||||
}
|
}
|
||||||
GLERROR("Attachment");
|
GLERROR("Attachment");
|
||||||
|
|
||||||
}
|
|
||||||
GLERROR("3");
|
|
||||||
|
|
||||||
|
}
|
||||||
|
GLERROR("3");
|
||||||
|
|
||||||
GLenum* bufferTextures = &attachments[0];
|
GLenum* bufferTextures = &attachments[0];
|
||||||
glDrawBuffers(attachments.size(), bufferTextures);
|
glDrawBuffers(attachments.size(), bufferTextures);
|
||||||
|
|||||||
@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
|
|||||||
|
|
||||||
void Renderer::Initialize()
|
void Renderer::Initialize()
|
||||||
{
|
{
|
||||||
|
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||||
|
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
|
||||||
InitializeWindow();
|
InitializeWindow();
|
||||||
|
|
||||||
InitializeRenderPasses();
|
InitializeRenderPasses();
|
||||||
@@ -107,6 +109,7 @@ void Renderer::Update(double dt)
|
|||||||
void Renderer::Draw(RenderFrame& frame)
|
void Renderer::Draw(RenderFrame& frame)
|
||||||
{
|
{
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||||
if(m_CubeMapTexture == 0) {
|
if(m_CubeMapTexture == 0) {
|
||||||
@@ -115,13 +118,10 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
m_CubeMapPass->LoadTextures("Sky");
|
m_CubeMapPass->LoadTextures("Sky");
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
||||||
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
|
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||||
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
|
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
||||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
|
||||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
|
||||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
|
||||||
GLERROR("SSAO Settings");
|
GLERROR("SSAO Settings");
|
||||||
//clear buffer 0
|
//clear buffer 0
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
@@ -141,10 +141,10 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
GLERROR("Drawing pickingpass");
|
GLERROR("Drawing pickingpass");
|
||||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
PerformanceTimer::StopTimer("Renderer-Depth");
|
||||||
}
|
}
|
||||||
PerformanceTimer::StartTimer("AO generation");
|
PerformanceTimer::StartTimer("Renderer-AO generation");
|
||||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
GLuint ao = m_SSAOPass->SSAOTexture();
|
||||||
PerformanceTimer::StopTimer("AO generation");
|
PerformanceTimer::StopTimer("Renderer-AO generation");
|
||||||
for (auto scene : frame.RenderScenes){
|
for (auto scene : frame.RenderScenes){
|
||||||
|
|
||||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
||||||
@@ -159,7 +159,7 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||||
m_LightCullingPass->CullLights(*scene);
|
m_LightCullingPass->CullLights(*scene);
|
||||||
GLERROR("LightCulling");
|
GLERROR("LightCulling");
|
||||||
m_DrawFinalPass->Draw(*scene, ao);
|
m_DrawFinalPass->Draw(*scene);
|
||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||||
GLERROR("Draw Geometry+Light");
|
GLERROR("Draw Geometry+Light");
|
||||||
//m_DrawScenePass->Draw(*scene);
|
//m_DrawScenePass->Draw(*scene);
|
||||||
@@ -248,9 +248,10 @@ void Renderer::InitializeRenderPasses()
|
|||||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||||
m_LightCullingPass = new LightCullingPass(this);
|
m_LightCullingPass = new LightCullingPass(this);
|
||||||
m_CubeMapPass = new CubeMapPass(this);
|
m_CubeMapPass = new CubeMapPass(this);
|
||||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||||
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
|
||||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||||
m_DrawBloomPass = new DrawBloomPass(this);
|
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||||
m_SSAOPass = new SSAOPass(this);
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,50 +1,130 @@
|
|||||||
#include "Rendering/SSAOPass.h"
|
#include "Rendering/SSAOPass.h"
|
||||||
|
|
||||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
|
||||||
|
: m_Renderer(renderer)
|
||||||
|
, m_Config(config)
|
||||||
{
|
{
|
||||||
m_Renderer = renderer;
|
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||||
|
|
||||||
|
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
void SSAOPass::ChangeQuality(int quality)
|
||||||
|
{
|
||||||
|
if (m_Quality == quality) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_Quality = quality;
|
||||||
|
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
glDeleteTextures(1, &m_SSAOTexture);
|
||||||
|
glDeleteTextures(1, &m_SSAOViewSpaceZTexture);
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_horiz);
|
||||||
|
glDeleteTextures(1, &m_GaussianTexture_vert);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string qStr = std::to_string(m_Quality);
|
||||||
|
Setting(
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||||
|
|
||||||
InitializeTexture();
|
InitializeTexture();
|
||||||
InitializeBuffer();
|
InitializeBuffer();
|
||||||
InitializeShaderProgram();
|
InitializeShaderProgram();
|
||||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
|
||||||
|
|
||||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeShaderProgram()
|
void SSAOPass::InitializeShaderProgram()
|
||||||
{
|
{
|
||||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
if (m_SSAOProgram->GetHandle() == 0) {
|
||||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||||
m_SSAOProgram->Compile();
|
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||||
m_SSAOProgram->Link();
|
m_SSAOProgram->Compile();
|
||||||
|
m_SSAOProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
|
||||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||||
m_SSAOViewSpaceZProgram->Compile();
|
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||||
m_SSAOViewSpaceZProgram->Link();
|
m_SSAOViewSpaceZProgram->Compile();
|
||||||
|
m_SSAOViewSpaceZProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||||
|
if (m_GaussianProgram_horiz->GetHandle() == 0) {
|
||||||
|
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||||
|
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||||
|
m_GaussianProgram_horiz->Compile();
|
||||||
|
m_GaussianProgram_horiz->Link();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||||
|
if (m_GaussianProgram_vert->GetHandle() == 0) {
|
||||||
|
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||||
|
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||||
|
m_GaussianProgram_vert->Compile();
|
||||||
|
m_GaussianProgram_vert->Link();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeTexture() {
|
void SSAOPass::InitializeTexture() {
|
||||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
|
||||||
|
|
||||||
|
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||||
|
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeBuffer()
|
void SSAOPass::InitializeBuffer()
|
||||||
{
|
{
|
||||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
if (m_SSAOFramBuffer.GetHandle() == 0) {
|
||||||
m_SSAOFramBuffer.Generate();
|
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_SSAOFramBuffer.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
|
||||||
|
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::ClearBuffer()
|
void SSAOPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
m_SSAOFramBuffer.Bind();
|
m_SSAOFramBuffer.Bind();
|
||||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
@@ -54,19 +134,32 @@ void SSAOPass::ClearBuffer()
|
|||||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
|
||||||
m_Radius = radius;
|
m_Radius = radius;
|
||||||
m_Bias = bias;
|
m_Bias = bias;
|
||||||
m_Contrast = contrast;
|
m_Contrast = contrast;
|
||||||
m_IntensityScale = intensityScale;
|
m_IntensityScale = intensityScale;
|
||||||
m_NumOfSamples = numOfSamples;
|
m_NumOfSamples = numOfSamples;
|
||||||
m_NumOfTurns = NumOfTurns;
|
m_NumOfTurns = numOfTurns;
|
||||||
|
m_Iterations = iterations;
|
||||||
|
m_TextureQuality = quality;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||||
{
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
glGenTextures(1, texture);
|
glGenTextures(1, texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
@@ -79,6 +172,10 @@ void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
|||||||
|
|
||||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
SSAOPassState state;
|
SSAOPassState state;
|
||||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||||
@@ -98,6 +195,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
(-1.0f),
|
(-1.0f),
|
||||||
(+1.0f)
|
(+1.0f)
|
||||||
);*/
|
);*/
|
||||||
|
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
|
||||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
@@ -107,9 +205,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
|
|
||||||
glm::vec4 projInfo = glm::vec4(
|
glm::vec4 projInfo = glm::vec4(
|
||||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
|
||||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|
||||||
@@ -120,26 +218,76 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||||
|
|
||||||
// How many pixel there are in a 1m long object 1m away from the camera
|
// How many pixel there are in a 1m long object 1m away from the camera
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||||
|
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
||||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
||||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
|
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
|
||||||
|
|
||||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
m_DrawBloomPass->ClearBuffer();
|
DrawBloomPassState BloomState;
|
||||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||||
|
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
//Iterate some times to make it more gaussian.
|
||||||
|
for (int i = 1; i < m_Iterations; i++) {
|
||||||
|
//Vertical pass
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
//horizontal pass
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
//final vertical gaussian after the iterations are done
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
|
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::OnWindowResize() {
|
void SSAOPass::OnWindowResize() {
|
||||||
m_DrawBloomPass->OnWindowResize();
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
InitializeTexture();
|
InitializeTexture();
|
||||||
m_SSAOFramBuffer.Generate();
|
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
|
||||||
}
|
}
|
||||||
+1
-1
@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_EventBroker = new EventBroker();
|
m_EventBroker = new EventBroker();
|
||||||
|
|
||||||
// Create the renderer
|
// Create the renderer
|
||||||
m_Renderer = new Renderer(m_EventBroker);
|
m_Renderer = new Renderer(m_EventBroker, m_Config);
|
||||||
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
||||||
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
||||||
m_Renderer->SetResolution(Rectangle::Rectangle(
|
m_Renderer->SetResolution(Rectangle::Rectangle(
|
||||||
|
|||||||
@@ -36,7 +36,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Find any SpawnPoints existing as children of spawner
|
// Find any SpawnPoints existing as children of spawner
|
||||||
auto children = spawner.World->GetDirectChildren(spawner.ID);
|
auto children = spawner.World->GetChildren(spawner.ID);
|
||||||
std::vector<EntityWrapper> spawnPoints;
|
std::vector<EntityWrapper> spawnPoints;
|
||||||
for (auto kv = children.first; kv != children.second; ++kv) {
|
for (auto kv = children.first; kv != children.second; ++kv) {
|
||||||
const EntityID& child = kv->second;
|
const EntityID& child = kv->second;
|
||||||
|
|||||||
Reference in New Issue
Block a user