Compare commits
1 Commits
MSAA
...
Warnings-Tobias
| Author | SHA1 | Date | |
|---|---|---|---|
| f3aba6748b |
@@ -19,7 +19,7 @@ struct DirectionalLightJob : RenderJob
|
||||
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
|
||||
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
|
||||
Color = (glm::vec4)directionalLightComponent["Color"];
|
||||
Intensity = (double)directionalLightComponent["Intensity"];
|
||||
Intensity = (float)directionalLightComponent["Intensity"];
|
||||
};
|
||||
|
||||
glm::vec4 Direction;
|
||||
|
||||
@@ -23,7 +23,7 @@ struct ExplosionEffectJob : ModelJob
|
||||
ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
|
||||
EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
|
||||
Randomness = (bool)explosionEffectComponent["Randomness"];
|
||||
RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
|
||||
RandomnessScalar = (float)((double)explosionEffectComponent["RandomnessScalar"]);
|
||||
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
|
||||
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
|
||||
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
|
||||
|
||||
@@ -62,7 +62,7 @@ struct ModelJob : RenderJob
|
||||
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
|
||||
AnimationTime = (double)animationComponent["Time"];
|
||||
AnimationTime = (float)((double)animationComponent["Time"]);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -18,9 +18,9 @@ struct PointLightJob : RenderJob
|
||||
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
Falloff = (double)pointLightComponent["Falloff"];
|
||||
Radius = (float)((double)pointLightComponent["Radius"]);
|
||||
Intensity = (float)pointLightComponent["Intensity"];
|
||||
Falloff = (float)pointLightComponent["Falloff"];
|
||||
};
|
||||
|
||||
glm::vec4 Position;
|
||||
|
||||
@@ -11,7 +11,7 @@ struct std::hash<glm::ivec2>
|
||||
{
|
||||
inline std::size_t operator()(const glm::ivec2 &v) const
|
||||
{
|
||||
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
|
||||
return boost::hash<int>()(v.x) ^ boost::hash<int>()(v.y);
|
||||
}
|
||||
|
||||
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
|
||||
|
||||
@@ -81,7 +81,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_iterations; i++) {
|
||||
for (int i = 1; i < (int)m_iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
@@ -129,6 +129,6 @@ void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum fil
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
@@ -90,7 +90,7 @@ void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum fil
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
@@ -98,8 +98,8 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, (GLsizei)dimensions.x, (GLsizei)dimensions.y);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (GLsizei)dimensions.x, (GLsizei)dimensions.y, format, type, texture);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
@@ -131,7 +131,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
|
||||
if (explosionEffectJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,7 +147,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
m_ForwardPlusProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), (GLfloat)m_Renderer->GetViewportSize().Width, (GLfloat)m_Renderer->GetViewportSize().Height);
|
||||
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
@@ -159,7 +159,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -178,13 +178,13 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), (GLfloat)m_Renderer->Resolution().Width, (GLfloat)m_Renderer->Resolution().Height);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (GLfloat)job->TimeSinceDeath);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), (GLfloat)job->ExplosionDuration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
|
||||
@@ -199,7 +199,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), (GLfloat)m_Renderer->Resolution().Width, (GLfloat)m_Renderer->Resolution().Height);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
|
||||
@@ -71,7 +71,7 @@ void FrameBuffer::Generate()
|
||||
}
|
||||
|
||||
GLenum* bufferTextures = &attachments[0];
|
||||
glDrawBuffers(attachments.size(), bufferTextures);
|
||||
glDrawBuffers((GLsizei)attachments.size(), bufferTextures);
|
||||
|
||||
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
|
||||
|
||||
@@ -25,7 +25,7 @@ void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), (GLfloat)m_Renderer->GetViewportSize().Width, (GLfloat)m_Renderer->GetViewportSize().Height);
|
||||
glDispatchCompute((int)(m_Renderer->GetViewportSize().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->GetViewportSize().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
|
||||
|
||||
GLERROR("CalculateFrustum Error: End");
|
||||
@@ -67,14 +67,14 @@ void LightCullingPass::CullLights(RenderScene& scene)
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
m_LightCullProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), (GLfloat)m_Renderer->GetViewportSize().Width, (GLfloat)m_Renderer->GetViewportSize().Height);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(glm::ceil(m_Renderer->GetViewportSize().Width/ TILE_SIZE), glm::ceil(m_Renderer->GetViewportSize().Height / TILE_SIZE), 1);
|
||||
glDispatchCompute(glm::ceil((GLuint)m_Renderer->GetViewportSize().Width/ TILE_SIZE), glm::ceil((GLuint)m_Renderer->GetViewportSize().Height / TILE_SIZE), 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
}
|
||||
|
||||
@@ -92,7 +92,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -138,7 +138,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -208,6 +208,6 @@ void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filte
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
@@ -22,9 +22,9 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
{
|
||||
ComponentWrapper cTransform = e.CameraEntity["Transform"];
|
||||
ComponentWrapper cCamera = e.CameraEntity["Camera"];
|
||||
m_Camera->SetFOV((double)cCamera["FOV"]);
|
||||
m_Camera->SetNearClip((double)cCamera["NearClip"]);
|
||||
m_Camera->SetFarClip((double)cCamera["FarClip"]);
|
||||
m_Camera->SetFOV((float)cCamera["FOV"]);
|
||||
m_Camera->SetNearClip((float)cCamera["NearClip"]);
|
||||
m_Camera->SetFarClip((float)cCamera["FarClip"]);
|
||||
m_Camera->SetPosition(cTransform["Position"]);
|
||||
m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
|
||||
@@ -165,7 +165,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user