342 lines
12 KiB
C++
342 lines
12 KiB
C++
#include "Rendering/Renderer.h"
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void Renderer::Initialize()
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{
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InitializeWindow();
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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InitializeFrameBuffers();
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m_TextRenderer = new TextRenderer();
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m_TextRenderer->Initialize();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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}
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void Renderer::InitializeWindow()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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GLFWmonitor* monitor = nullptr;
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if (m_Fullscreen) {
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monitor = glfwGetPrimaryMonitor();
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}
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//glfwWindowHint(GLFW_SAMPLES, 8);
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m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
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m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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}
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void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram.Compile();
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m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram.Link();
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram.Compile();
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m_DrawScreenQuadProgram.Link();
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}
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void Renderer::InputUpdate(double dt)
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{
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glm::vec3 m_Position = m_Camera->Position();
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if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS)
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{
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m_Position = glm::vec3(0.f, 0.f, 5.f);
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}
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if (glfwGetKey(m_Window, GLFW_KEY_W) == GLFW_PRESS)
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{
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m_Position += m_Camera->Forward() * m_CameraMoveSpeed * (float)dt;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_S) == GLFW_PRESS)
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{
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m_Position -= m_Camera->Forward() * m_CameraMoveSpeed * (float)dt;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_D) == GLFW_PRESS)
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{
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m_Position += m_Camera->Right() * m_CameraMoveSpeed * (float)dt;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_A) == GLFW_PRESS)
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{
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m_Position -= m_Camera->Right() * m_CameraMoveSpeed * (float)dt;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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{
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m_CameraMoveSpeed = 5.f;
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}
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else {
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m_CameraMoveSpeed = 0.5f;
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}
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static double mousePosX, mousePosY;
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glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
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if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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double deltaX, deltaY;
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deltaX = mousePosX - (float)Resolution().Width / 2;
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deltaY = mousePosY - (float)Resolution().Height / 2;
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float rotationY = -deltaY / 300.f;
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float rotationX = -deltaX / 300.f;
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glm::quat orientation = m_Camera->Orientation();
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orientation = orientation * glm::angleAxis<float>(rotationY, glm::vec3(1, 0, 0));
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orientation = glm::angleAxis<float>(rotationX, glm::vec3(0, 1, 0)) * orientation;
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m_Camera->SetOrientation(orientation);
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glfwSetCursorPos(m_Window, Resolution().Width / 2, Resolution().Height / 2);
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}
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m_Camera->SetPosition(m_Position);
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}
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void Renderer::Update(double dt)
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{
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m_EventBroker->Process<Renderer>();
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InputUpdate(dt);
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m_TextRenderer->Update();
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}
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass(rq);
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// DrawScreenQuad(m_PickingTexture);
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DrawScene(rq);
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m_TextRenderer->Draw(m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawScene(RenderQueueCollection& rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//TODO: Render: Clean up draw code
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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m_BasicForwardProgram.Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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}
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GLERROR("DrawScene Error");
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}
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void Renderer::PickingPass(RenderQueueCollection& rq)
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{
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m_PickingColorsToEntity.clear();
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m_PickingBuffer.Bind();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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int r = 1;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//---------------
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//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
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//---------------
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int pickColor[2] = { r, g };
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for (auto i : m_PickingColorsToEntity) {
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if(modelJob->Entity == i.second) {
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pickColor[0] = i.first.x;
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pickColor[1] = i.first.y;
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r -= 1;
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}
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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//Render picking stuff
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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r += 1;
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if(r > 255) {
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r = 0;
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g += 1;
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}
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}
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}
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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//Publish pick event every frame with the pick data that can be picked by the event
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Events::Picking pickEvent = Events::Picking(
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&m_PickingBuffer,
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&m_DepthBuffer,
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m_Camera->ProjectionMatrix(),
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m_Camera->ViewMatrix(),
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m_Resolution,
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&m_PickingColorsToEntity);
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m_EventBroker->Publish(pickEvent);
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}
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_DrawScreenQuadProgram.Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureToDraw);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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{
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m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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/*
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glGenTextures(1, &m_PickingTexture);
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glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RG, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("m_PickingTexture initialization failed");
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*/
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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glm::vec2(m_Resolution.Width, m_Resolution.Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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{
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, NULL);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
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}
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void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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} |