#include "Rendering/DrawFinalPass.h" DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass) { m_Renderer = renderer; m_LightCullingPass = lightCullingPass; InitializeTextures(); InitializeShaderPrograms(); InitializeFrameBuffers(); } void DrawFinalPass::InitializeTextures() { m_WhiteTexture = ResourceManager::Load("Textures/Core/Blank.png"); m_BlackTexture = ResourceManager::Load("Textures/Core/Black.png"); } void DrawFinalPass::InitializeFrameBuffers() { glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height); GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0))); m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1))); m_FinalPassFrameBuffer.Generate(); } void DrawFinalPass::InitializeShaderPrograms() { m_ForwardPlusProgram = ResourceManager::Load("#ForwardPlusProgram"); m_ForwardPlusProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); m_ForwardPlusProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlus.frag.glsl"))); m_ForwardPlusProgram->Compile(); m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor"); m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor"); m_ForwardPlusProgram->Link(); m_ExplosionEffectProgram = ResourceManager::Load("#ExplosionEffectProgram"); m_ExplosionEffectProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); m_ExplosionEffectProgram->AddShader(std::shared_ptr(new GeometryShader("Shaders/ExplosionEffect.geom.glsl"))); m_ExplosionEffectProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlus.frag.glsl"))); m_ExplosionEffectProgram->Compile(); m_ExplosionEffectProgram->BindFragDataLocation(0, "sceneColor"); m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor"); m_ExplosionEffectProgram->Link(); } void DrawFinalPass::Draw(RenderScene& scene) { GLERROR("DrawFinalPass::Draw: Pre"); DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); GLuint shaderHandle; //TODO: Render: Add code for more jobs than modeljobs. for (auto &job : scene.ForwardJobs) { auto explosionEffectJob = std::dynamic_pointer_cast(job); if (explosionEffectJob) { m_ExplosionEffectProgram->Bind(); shaderHandle = m_ExplosionEffectProgram->GetHandle(); //--- GLERROR("DrawFinalPass::ExplosionEffect: 1"); //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color)); glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin)); glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath); glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration); glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor)); glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness); glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data()); glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar); glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity)); glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance); glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration); glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor)); GLERROR("DrawFinalPass::ExplosionEffect: 2"); if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) { std::vector frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animation, explosionEffectJob->AnimationTime); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } //TODO: Renderer: bättre textur felhantering samt fler texturer stöd if (explosionEffectJob->DiffuseTexture != nullptr) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture); } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); } glBindVertexArray(explosionEffectJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); GLERROR("DrawFinalPass::ExplosionEffect: END"); //m_ExplosionEffectProgram->Unbind(); } else { auto modelJob = std::dynamic_pointer_cast(job); if (modelJob) { m_ForwardPlusProgram->Bind(); GLERROR("1.1"); shaderHandle = m_ForwardPlusProgram->GetHandle(); if (scene.ClearDepth) { glClear(GL_DEPTH_BUFFER_BIT); } glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height); //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor)); glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor)); glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage); if (modelJob->DiffuseTexture != nullptr) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture); } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); } glActiveTexture(GL_TEXTURE1); if (modelJob->IncandescenceTexture != nullptr) { glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture); } else { glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture); } /*if(modelJob->GlowMap != nullptr) { glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture); } else { glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture); }*/ if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) { std::vector frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } glBindVertexArray(modelJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); GLERROR("DrawFinalPass::Model: END"); // m_ForwardPlusProgram->Unbind(); } } } GLERROR("DrawFinalPass::Draw: END"); delete state; } void DrawFinalPass::ClearBuffer() { m_FinalPassFrameBuffer.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_FinalPassFrameBuffer.Unbind(); } void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const { glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); } void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const { 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); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); GLERROR("MipMap Texture initialization failed"); }