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41 changed files with 365 additions and 468 deletions
@@ -24,6 +24,7 @@ public:
private:
Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
};
#endif
+2
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@@ -65,6 +65,8 @@ public:
iterator end() const;
size_t size() const;
std::size_t MemoryUsage() const;
//Dumps information about what the pool memory looks like right now
//into an output stream (e.g. file/std::cout, anything that has an operator<<)
//Interpret the data in the memory as InterpretType.
+3
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@@ -27,8 +27,10 @@ struct EntityWrapper
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
EntityWrapper BaseParent();
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const;
@@ -39,6 +41,7 @@ struct EntityWrapper
private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
};
namespace std
+5
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@@ -194,6 +194,11 @@ public:
return m_ExtraMemory.size();
}
std::size_t MemoryUsage() const
{
return size() * m_Stride;
}
//Dumps information about what the pool memory looks like right now
//into an output stream (e.g. file/std::cout, anything that has an operator<<)
//Interpret the data in the memory as InterpretType.
+5 -2
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@@ -18,7 +18,7 @@ public:
World(const World& other);
// Create empty entity
EntityID CreateEntity(EntityID parent = 0);
EntityID CreateEntity(EntityID parent = EntityID_Invalid);
// Delete entity and all components within
void DeleteEntity(EntityID entity);
// Check if an entity exists
@@ -40,7 +40,7 @@ public:
// Change the parent of an entity
void SetParent(EntityID entity, EntityID parent);
// Get children of an entity
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity);
// Get all component pools
const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
// Get the entity children map
@@ -50,6 +50,9 @@ public:
// Get the textual name of an entity
std::string GetName(EntityID entity) const;
// Get an approximate number for component pool memory usage
std::size_t MemoryUsage() const;
private:
EventBroker* m_EventBroker = nullptr;
EntityID m_CurrentEntityID = 0;
+17 -1
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@@ -73,6 +73,12 @@ public:
// Called when the user means to rename an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
// Called when the user pastes an entity previously "copied"
// @param EntityWrapper The entity to copy
// @param EntityWrapper The entity to parent the new copy to
// @return The new copy of the entity
typedef std::function<EntityWrapper(EntityWrapper, EntityWrapper)> OnEntityPaste_t;
void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; }
// Called when the user means to attach a new component to an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
@@ -85,7 +91,13 @@ public:
// Called when the user selects a widget space.
typedef std::function<void(WidgetSpace)> OnWidgetSpace_t;
void SetWidgetSpaceCallback(OnWidgetSpace_t f) { m_OnWidgetSpace = f; }
// Called when anything is modified making the world dirty
// @param EntityWrapper The entity that was changed and marked as dirty
typedef std::function<void(EntityWrapper)> OnDirty_t;
void SetDirtyCallback(OnDirty_t f) { m_OnDirty = f; }
// Called when the user wishes to undo
typedef std::function<void()> OnUndo_t;
void SetUndoCallback(OnUndo_t f) { m_OnUndo = f; }
private:
World* m_World;
EventBroker* m_EventBroker;
@@ -111,6 +123,7 @@ private:
std::string m_DroppedFile = "";
bool m_Paused = false;
bool m_MouseLocked = false;
EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
// Callbacks
OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
@@ -124,6 +137,9 @@ private:
OnComponentDelete_t m_OnComponentDelete = nullptr;
OnWidgetMode_t m_OnWidgetMode = nullptr;
OnWidgetSpace_t m_OnWidgetSpace = nullptr;
OnEntityPaste_t m_OnEntityPaste = nullptr;
OnDirty_t m_OnDirty = nullptr;
OnUndo_t m_OnUndo = nullptr;
// Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
+5
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@@ -36,6 +36,7 @@ private:
EditorCameraInputController<EditorSystem>* m_EditorCameraInputController;
EditorGUI* m_EditorGUI;
EditorStats* m_EditorStats;
std::vector<World> m_UndoLevels;
// State
double m_LastTime = 0.f;
@@ -44,6 +45,7 @@ private:
EditorGUI::WidgetSpace m_WidgetSpace = EditorGUI::WidgetSpace::Global;
EntityWrapper m_Widget = EntityWrapper::Invalid;
EntityWrapper m_CurrentSelection = EntityWrapper::Invalid;
bool m_SaveUndoLevel = false; // Only save undo state once per update
// Utility functions
EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath);
@@ -56,9 +58,12 @@ private:
void OnEntityDelete(EntityWrapper entity);
void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
void OnEntityChangeName(EntityWrapper entity, const std::string& name);
EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
void OnDirty(EntityWrapper entity);
void OnUndo();
// Events
EventRelay<EditorSystem, Events::MousePress> m_EMousePress;
+1
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@@ -19,6 +19,7 @@
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
+4 -15
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@@ -12,7 +12,7 @@
class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
@@ -23,34 +23,23 @@ public:
void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize();
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
}
else {
return m_GaussianTexture_vert;
}
}
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_BlackTexture;
Texture* m_WhiteTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass
int m_Iterations = 7;
int m_Quality = 3;
GLuint m_iterations = 9;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
+3 -5
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@@ -5,7 +5,6 @@
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
@@ -15,12 +14,12 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void Draw(RenderScene& scene, GLuint SSAOTexture);
void ClearBuffer();
void OnWindowResize();
@@ -39,7 +38,7 @@ private:
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
@@ -72,7 +71,6 @@ private:
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
-1
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@@ -5,7 +5,6 @@
#include "../OpenGL.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h"
#include "Camera.h"
#include "RenderQueue.h"
+8 -6
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@@ -32,9 +32,8 @@ class Renderer : public IRenderer
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker)
, m_Config(config)
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
{ }
virtual void Initialize() override;
@@ -48,7 +47,6 @@ private:
//----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker;
TextPass* m_TextPass;
@@ -63,8 +61,12 @@ private:
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
+8 -34
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@@ -13,32 +13,18 @@
class SSAOPass
{
public:
SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { };
void ChangeQuality(int quality);
SSAOPass(IRenderer* rendere);
~SSAOPass() {
delete m_DrawBloomPass;
};
void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const {
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
private:
void InitializeTexture();
@@ -54,7 +40,6 @@ private:
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius;
float m_Bias;
@@ -62,11 +47,6 @@ private:
float m_IntensityScale;
int m_NumOfSamples;
int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
Texture* m_WhiteTexture;
GLuint m_SSAOTexture;
FrameBuffer m_SSAOFramBuffer;
@@ -74,16 +54,10 @@ private:
GLuint m_SSAOViewSpaceZTexture;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
DrawBloomPass* m_DrawBloomPass;
};
#endif
+1 -34
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@@ -36,37 +36,4 @@ ResourceLoading=true
[Sound]
BGMVolume=1.0
SFXVolume=1.0
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
Announcer=female
-1
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@@ -2,7 +2,6 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity>
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
<IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight>
</Physics>
-1
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@@ -13,7 +13,6 @@
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
</xs:element>
<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="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>
+15 -1
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@@ -5,6 +5,20 @@
<c:Transform/>
</Components>
<Children/>
<Children>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
-1
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@@ -13,7 +13,6 @@
<c:DashAbility/>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
-1
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@@ -13,7 +13,6 @@
<c:DashAbility/>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
+1 -2
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@@ -13,7 +13,6 @@ uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
@@ -126,7 +125,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
@@ -11,7 +11,6 @@ uniform vec4 DiffuseColor;
uniform vec4 FillColor;
uniform vec4 Color;
uniform vec4 AmbientColor;
uniform int SSAOQuality;
//Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1;
@@ -178,7 +177,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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);
+12 -7
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@@ -2,11 +2,11 @@
//Number of samples per pixel
uniform int uNumOfSamples;
//#define uNumOfSamples (11)
//#define NUM_SAMPLES (11)
//Number of turns around the cirle
uniform int uNumOfTurns;
//#define uNumOfTurns (7)
//#define NUM_TURNS (7)
layout (binding = 0) uniform sampler2D ViewSpaceZ;
@@ -16,16 +16,15 @@ uniform float uProjScale;
//#define ProjScale 500
uniform float uRadius;
//#define uRadius 1.0f
//#define Radius 1.0f
uniform float uBias;
//#define uBias 0.05f
//#define Bias 0.012f
uniform float uContrast;
//#define uContrast 1.5f
//#define IntensityDivR6 1
uniform float uIntensityScale;
//#define uIntensityScale 1.0f
out float AO;
@@ -89,7 +88,13 @@ void main() {
vec3 origin = getVSPosition(originScreenCoord);
float radius = min(origin.z, uRadius);
float radius;
if(origin.z < uRadius){
radius = origin.z;
} else {
radius = uRadius;
}
vec3 originNormal = getVSFaceNormal(origin);
-5
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@@ -2,12 +2,7 @@
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+1 -5
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@@ -3,15 +3,11 @@
layout (binding = 0) uniform sampler2D DepthBuffer;
uniform vec3 ClipInfo;
in VertexData{
vec2 TextureCoordinate;
}Input;
out float depthLinear;
//Just for Debug, should be depthLinear
//out vec4 fragmentColor;
void main() {
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
+45 -43
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@@ -16,51 +16,51 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
bool traceCollision = rayLength > diameter;
//hack solution: If prevOrigin is less than -9000 in all dimensions,
//then it means it is not set, i.e. this is the first collision check for the entity.
if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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&) {
auto prevPosIt = m_PrevPositions.find(entity);
if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = prevPosIt->second;
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
if (rayLength > diameter) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//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;
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;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//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;
}
}
}
@@ -90,6 +90,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
everHitTheGround = true;
@@ -99,6 +100,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
@@ -112,5 +114,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
(bool)cPhysics["IsOnGround"] = false;
}
(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
m_PrevPositions[entity] = boxA.Origin();
}
+5
View File
@@ -112,6 +112,11 @@ size_t ComponentPool::size() const
return m_Pool.size();
}
std::size_t ComponentPool::MemoryUsage() const
{
return m_Pool.MemoryUsage();
}
template <typename InterpretType /*= char*/>
void ComponentPool::Dump() const
{
+45 -1
View File
@@ -34,6 +34,15 @@ EntityWrapper EntityWrapper::Parent()
}
}
EntityWrapper EntityWrapper::BaseParent()
{
EntityWrapper baseParent = Parent();
while (baseParent.Parent().Valid()) {
baseParent = baseParent.Parent();
}
return baseParent;
}
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
{
return firstChildByNameRecursive(name, this->ID);
@@ -51,6 +60,17 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
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)
{
EntityWrapper entity = *this;
@@ -111,7 +131,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
return EntityWrapper::Invalid;
}
auto itPair = this->World->GetChildren(parent);
auto itPair = this->World->GetDirectChildren(parent);
if (itPair.first == itPair.second) {
return EntityWrapper::Invalid;
}
@@ -131,3 +151,27 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
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;
}
+12 -1
View File
@@ -127,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent)
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::GetChildren(EntityID entity)
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetDirectChildren(EntityID entity)
{
return m_EntityChildren.equal_range(entity);
}
@@ -151,6 +151,17 @@ std::string World::GetName(EntityID entity) const
}
}
std::size_t World::MemoryUsage() const
{
std::size_t mem = 0;
for (auto& kv : m_ComponentPools) {
mem += kv.second->MemoryUsage();
}
return mem;
}
EntityID World::generateEntityID()
{
// TODO: Make EntityID generation smarter
+29 -6
View File
@@ -598,6 +598,28 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
entityImport(m_World);
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) {
m_CopyTarget = m_CurrentSelection;
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_Z) {
if (m_OnUndo != nullptr) {
m_OnUndo();
if (!m_CurrentSelection.Valid()) {
SelectEntity(EntityWrapper::Invalid);
}
}
}
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 (m_CurrentSelection.Valid()) {
entityDelete(m_CurrentSelection);
@@ -761,13 +783,13 @@ bool EditorGUI::compareCharArray(const char* c1, const char* c2)
void EditorGUI::SetDirty(EntityWrapper entity)
{
EntityWrapper baseParent = entity;
while (baseParent.Parent().Valid()) {
baseParent = baseParent.Parent();
}
EntityWrapper baseParent = entity.BaseParent();
if (m_EntityFiles.find(baseParent) != m_EntityFiles.end()) {
m_EntityFiles.at(baseParent).Dirty = true;
}
if (m_OnDirty != nullptr) {
m_OnDirty(entity);
}
}
void EditorGUI::entityImport(World* world)
@@ -817,6 +839,7 @@ void EditorGUI::entityCreate(World* world, EntityWrapper parent)
parent.World = world;
}
EntityWrapper newEntity = m_OnEntityCreate(parent);
SetDirty(newEntity);
SelectEntity(newEntity);
}
}
@@ -832,9 +855,9 @@ void EditorGUI::entityDelete(EntityWrapper entity)
if (boost::any_cast<EntityWrapper>(m_ModalData[modalName]) == entity) {
EntityWrapper parent = entity.Parent();
if (m_OnEntityDelete != nullptr) {
SetDirty(entity);
m_OnEntityDelete(entity);
m_EntityFiles.erase(entity);
SetDirty(parent);
}
if (!m_CurrentSelection.Valid()) {
SelectEntity(parent);
@@ -851,8 +874,8 @@ void EditorGUI::entityChangeParent(EntityWrapper entity, EntityWrapper parent)
}
if (m_OnEntityChangeParent != nullptr) {
SetDirty(entity);
m_OnEntityChangeParent(entity, parent);
SetDirty(entity);
LOG_DEBUG("Changed parent of %i to %i", entity.ID, parent.ID);
}
}
+26
View File
@@ -28,10 +28,13 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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->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->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->SetWidgetSpaceCallback(std::bind(&EditorSystem::OnWidgetSpace, this, std::placeholders::_1));
m_EditorGUI->SetDirtyCallback(std::bind(&EditorSystem::OnDirty, this, std::placeholders::_1));
m_EditorGUI->SetUndoCallback(std::bind(&EditorSystem::OnUndo, this));
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorSystem::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EWidgetDelta, &EditorSystem::OnWidgetDelta);
@@ -86,6 +89,11 @@ void EditorSystem::Update(double dt)
glm::vec3& pos = cameraTransform["Position"];
pos += m_EditorCameraInputController->Movement() * glm::inverse(glm::quat(ori)) * (float)actualDelta;
}
if (m_SaveUndoLevel) {
m_UndoLevels.push_back(*m_World);
m_SaveUndoLevel = false;
}
}
void EditorSystem::Enable()
@@ -160,6 +168,11 @@ 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)
{
if (entity.Valid()) {
@@ -179,6 +192,19 @@ void EditorSystem::OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace)
m_WidgetSpace = widgetSpace;
}
void EditorSystem::OnDirty(EntityWrapper entity)
{
m_SaveUndoLevel = true;
}
void EditorSystem::OnUndo()
{
// The last "undo level" is always the most recent change
if (m_UndoLevels.size() >= 2) {
*m_World = m_UndoLevels.at(m_UndoLevels.size() - 2);
}
}
bool EditorSystem::OnMousePress(const Events::MousePress& e)
{
ImGuiIO& io = ImGui::GetIO();
+8 -2
View File
@@ -261,8 +261,14 @@ void Client::parseEntityDeletion(Packet & packet)
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
if (m_World->ValidEntity(localEntity)) {
m_World->DeleteEntity(localEntity);
deleteFromServerClientMaps(entityToDelete, localEntity);
if (m_World->HasComponent(localEntity,"Player")) {
Events::PlayerDeath e;
e.Player = EntityWrapper(m_World, localEntity);
m_EventBroker->Publish(e);
} else {
m_World->DeleteEntity(localEntity);
deleteFromServerClientMaps(entityToDelete, localEntity);
}
}
}
}
+3 -3
View File
@@ -186,7 +186,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
{
auto itPair = m_World->GetChildren(entityID);
auto itPair = m_World->GetDirectChildren(entityID);
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
// Loop through every child
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)
{
auto itPair = m_World->GetChildren(entityID);
auto itPair = m_World->GetDirectChildren(entityID);
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
// Loop through every child
for (auto it = itPair.first; it != itPair.second; it++) {
@@ -601,7 +601,7 @@ void Server::parsePlayerTransform(Packet& packet)
bool Server::shouldSendToClient(EntityWrapper childEntity)
{
auto children = m_World->GetChildren(childEntity.ID);
auto children = m_World->GetDirectChildren(childEntity.ID);
for (auto it = children.first; it != children.second; it++) {
EntityWrapper child(m_World, it->second);
if(child.HasComponent("CapturePoint")) {
+1 -1
View File
@@ -17,7 +17,7 @@ void CubeMapPass::LoadTextures(std::string input)
m_CubeMapTextures.push_back(img);
}
GenerateCubeMapTexture();
m_PreviusCubeMapTexture = input;
m_PreviusCubeMapTexture = input;
}
}
+13 -50
View File
@@ -1,42 +1,19 @@
#include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
{
InitializeTextures();
m_Renderer = renderer;
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
}
void DrawBloomPass::InitializeTextures()
{
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();
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
}
void DrawBloomPass::InitializeShaderPrograms()
@@ -63,25 +40,18 @@ 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);
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();
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);
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_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate();
}
void DrawBloomPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
@@ -96,9 +66,6 @@ void DrawBloomPass::ClearBuffer()
void DrawBloomPass::Draw(GLuint texture)
{
if (m_Quality == 0) {
return;
}
GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state;
@@ -117,7 +84,7 @@ void DrawBloomPass::Draw(GLuint texture)
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++) {
for (int i = 1; i < m_iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
@@ -158,9 +125,6 @@ void DrawBloomPass::Draw(GLuint texture)
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);
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);
@@ -169,7 +133,6 @@ void DrawBloomPass::OnWindowResize()
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);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
+19 -21
View File
@@ -1,9 +1,9 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
@@ -162,20 +162,20 @@ void DrawFinalPass::InitializeShaderPrograms()
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 FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferProgram->Compile();
m_FillDepthBufferProgram->Link();
GLERROR("Creating DepthFill program");
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 FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
m_FillDepthBufferSkinnedProgram->Compile();
m_FillDepthBufferSkinnedProgram->Link();
GLERROR("Creating DepthFill program");
}
void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
{
GLERROR("Pre");
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
@@ -191,10 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Fill depth buffer
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
@@ -210,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("END");
@@ -250,9 +250,9 @@ void DrawFinalPass::Draw(RenderScene& scene)
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
glViewport(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");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
@@ -364,7 +364,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
@@ -383,7 +383,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
@@ -401,7 +401,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionTextures(explosionHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
}
break;
@@ -463,7 +463,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelTextures(forwardSkinnedHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
@@ -753,7 +753,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
@@ -802,7 +801,6 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
@@ -9,7 +9,6 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL);
Enable(GL_STENCIL_TEST);
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+21 -21
View File
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
GLERROR("PRE");
std::vector<GLenum> attachments;
if (m_BufferHandle == 0) {
glGenFramebuffers(1, &m_BufferHandle);
}
glGenFramebuffers(1, &m_BufferHandle);
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
break;
}
GLERROR("2");
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);
}
GLERROR("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);
}
GLERROR("Attachment");
}
GLERROR("3");
}
GLERROR("3");
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures);
+14 -15
View File
@@ -4,8 +4,6 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
void Renderer::Initialize()
{
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
InitializeWindow();
InitializeRenderPasses();
@@ -109,7 +107,6 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
if(m_CubeMapTexture == 0) {
@@ -118,16 +115,19 @@ void Renderer::Draw(RenderFrame& frame)
m_CubeMapPass->LoadTextures("Sky");
}
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
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");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers
//Clear other buffers
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
@@ -141,10 +141,10 @@ void Renderer::Draw(RenderFrame& frame)
GLERROR("Drawing pickingpass");
PerformanceTimer::StopTimer("Renderer-Depth");
}
PerformanceTimer::StartTimer("Renderer-AO generation");
PerformanceTimer::StartTimer("AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("Renderer-AO generation");
PerformanceTimer::StopTimer("AO generation");
for (auto scene : frame.RenderScenes){
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
@@ -159,7 +159,7 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
m_DrawFinalPass->Draw(*scene);
m_DrawFinalPass->Draw(*scene, ao);
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
@@ -248,10 +248,9 @@ void Renderer::InitializeRenderPasses()
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_CubeMapPass = new CubeMapPass(this);
m_SSAOPass = new SSAOPass(this, m_Config);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
m_SSAOPass = new SSAOPass(this);
}
+29 -177
View File
@@ -1,130 +1,50 @@
#include "Rendering/SSAOPass.h"
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
SSAOPass::SSAOPass(IRenderer* 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_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTexture();
InitializeBuffer();
InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
m_DrawBloomPass = new DrawBloomPass(renderer);
}
void SSAOPass::InitializeShaderProgram()
{
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
if (m_SSAOProgram->GetHandle() == 0) {
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
}
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
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();
}
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
}
void SSAOPass::InitializeTexture() {
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_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);
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_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
}
void SSAOPass::InitializeBuffer()
{
if (m_SSAOFramBuffer.GetHandle() == 0) {
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_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOFramBuffer.Generate();
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOViewSpaceZFramBuffer.Generate();
}
void SSAOPass::ClearBuffer()
{
if (m_Quality == 0) {
return;
}
m_SSAOFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -134,32 +54,19 @@ void SSAOPass::ClearBuffer()
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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, int iterations, int quality) {
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
m_Radius = radius;
m_Bias = bias;
m_Contrast = contrast;
m_IntensityScale = intensityScale;
m_NumOfSamples = numOfSamples;
m_NumOfTurns = numOfTurns;
m_Iterations = iterations;
m_TextureQuality = quality;
m_NumOfTurns = NumOfTurns;
}
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);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
@@ -172,10 +79,6 @@ void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
{
if (m_Quality == 0) {
return;
}
SSAOPassState state;
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
@@ -195,7 +98,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
(-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));
glBindVertexArray(m_ScreenQuad->VAO);
@@ -205,9 +107,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glm::vec4 projInfo = glm::vec4(
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
);
@@ -218,76 +120,26 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
// How many pixel there are in a 1m long object 1m away from the camera
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
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));
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);
DrawBloomPassState BloomState;
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));
m_DrawBloomPass->ClearBuffer();
m_DrawBloomPass->Draw(m_SSAOTexture);
}
void SSAOPass::OnWindowResize() {
if (m_Quality == 0) {
return;
}
m_DrawBloomPass->OnWindowResize();
InitializeTexture();
m_SSAOFramBuffer.Generate();
m_SSAOViewSpaceZFramBuffer.Generate();
}
+1 -1
View File
@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
m_EventBroker = new EventBroker();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker, m_Config);
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle::Rectangle(
+1 -1
View File
@@ -36,7 +36,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
}
// Find any SpawnPoints existing as children of spawner
auto children = spawner.World->GetChildren(spawner.ID);
auto children = spawner.World->GetDirectChildren(spawner.ID);
std::vector<EntityWrapper> spawnPoints;
for (auto kv = children.first; kv != children.second; ++kv) {
const EntityID& child = kv->second;