2c0f66d9c7
# Conflicts: # include/Engine/Collision/FillFrustumOctreeSystem.h # include/Engine/Core/Octree.h # include/Engine/Rendering/RenderSystem.h # include/Game/Game.h # resources/DefaultInput.ini # resources/Schema/Components.xsd # resources/Schema/Entities/Player.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Game/Game.cpp # src/Game/Systems/PlayerMovementSystem.cpp
187 lines
6.1 KiB
C++
187 lines
6.1 KiB
C++
#include "Rendering/Renderer.h"
|
|
|
|
void Renderer::Initialize()
|
|
{
|
|
InitializeWindow();
|
|
|
|
InitializeRenderPasses();
|
|
|
|
glfwSwapInterval(m_VSYNC);
|
|
InitializeShaders();
|
|
InitializeTextures();
|
|
m_TextPass = new TextPass();
|
|
m_TextPass->Initialize();
|
|
|
|
|
|
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
|
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
|
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
|
|
|
|
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
|
}
|
|
|
|
void Renderer::InitializeWindow()
|
|
{
|
|
// Initialize GLFW
|
|
if (!glfwInit()) {
|
|
LOG_ERROR("GLFW: Initialization failed");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
// Create a window
|
|
GLFWmonitor* monitor = nullptr;
|
|
if (m_Fullscreen) {
|
|
monitor = glfwGetPrimaryMonitor();
|
|
}
|
|
//glfwWindowHint(GLFW_SAMPLES, 8);
|
|
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
|
|
if (!m_Window) {
|
|
LOG_ERROR("GLFW: Failed to create window");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
glfwMakeContextCurrent(m_Window);
|
|
|
|
// GL version info
|
|
glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
|
|
glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
|
|
m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
|
|
std::stringstream ss;
|
|
ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
|
|
#ifdef DEBUG
|
|
ss << " DEBUG";
|
|
#endif
|
|
LOG_INFO(ss.str().c_str());
|
|
SetWindowTitle(ss.str());
|
|
|
|
// Initialize GLEW
|
|
if (glewInit() != GLEW_OK) {
|
|
LOG_ERROR("GLEW: Initialization failed");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
int windowSize[2];
|
|
glfwGetWindowSize(m_Window, &windowSize[0], &windowSize[1]);
|
|
m_ViewportSize = Rectangle(windowSize[0], windowSize[1]);
|
|
}
|
|
|
|
void Renderer::InitializeShaders()
|
|
{
|
|
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
|
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
|
|
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
|
|
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
|
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
|
//m_ExplosionEffectProgram->Compile();
|
|
//m_ExplosionEffectProgram->Link();
|
|
|
|
|
|
|
|
}
|
|
|
|
void Renderer::InputUpdate(double dt)
|
|
{
|
|
|
|
}
|
|
|
|
void Renderer::Update(double dt)
|
|
{
|
|
m_EventBroker->Process<Renderer>();
|
|
InputUpdate(dt);
|
|
m_TextPass->Update();
|
|
m_ImGuiRenderPass->Update(dt);
|
|
}
|
|
|
|
void Renderer::Draw(RenderFrame& frame)
|
|
{
|
|
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
|
|
//clear buffer 0
|
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
//Clear other buffers
|
|
m_PickingPass->ClearPicking();
|
|
m_DrawFinalPass->ClearBuffer();
|
|
m_DrawBloomPass->ClearBuffer();
|
|
|
|
for (auto scene : frame.RenderScenes){
|
|
|
|
SortRenderJobsByDepth(*scene);
|
|
m_PickingPass->Draw(*scene);
|
|
m_LightCullingPass->GenerateNewFrustum(*scene);
|
|
m_LightCullingPass->FillLightList(*scene);
|
|
m_LightCullingPass->CullLights(*scene);
|
|
m_DrawFinalPass->Draw(*scene);
|
|
//m_DrawScenePass->Draw(*scene);
|
|
|
|
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
|
|
|
m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
|
|
|
|
}
|
|
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
|
if (m_DebugTextureToDraw == 0) {
|
|
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
|
}
|
|
if (m_DebugTextureToDraw == 1) {
|
|
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
|
|
}
|
|
if (m_DebugTextureToDraw == 2) {
|
|
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
|
}
|
|
if (m_DebugTextureToDraw == 3) {
|
|
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
|
|
}
|
|
if (m_DebugTextureToDraw == 4) {
|
|
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
|
|
}
|
|
if (m_DebugTextureToDraw == 5) {
|
|
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
|
}
|
|
if (m_DebugTextureToDraw == 6) {
|
|
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
|
}
|
|
|
|
m_ImGuiRenderPass->Draw();
|
|
glfwSwapBuffers(m_Window);
|
|
}
|
|
|
|
PickData Renderer::Pick(glm::vec2 screenCoord)
|
|
{
|
|
return m_PickingPass->Pick(screenCoord);
|
|
}
|
|
|
|
void Renderer::InitializeTextures()
|
|
{
|
|
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
|
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
|
}
|
|
|
|
|
|
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
|
|
{
|
|
//Sort all forward jobs so transparency is good.
|
|
scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
|
|
}
|
|
|
|
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
|
{
|
|
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 Renderer::InitializeRenderPasses()
|
|
{
|
|
m_PickingPass = new PickingPass(this, m_EventBroker);
|
|
m_LightCullingPass = new LightCullingPass(this);
|
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
|
m_DrawBloomPass = new DrawBloomPass(this);
|
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
|
}
|