Merge remote-tracking branch 'origin/gui' into havok

This commit is contained in:
ViktorLjung
2014-05-28 20:29:28 +02:00
62 changed files with 2468 additions and 1626 deletions
+21 -34
View File
@@ -1,25 +1,21 @@
#include "PrecompiledHeader.h"
#include "Camera.h"
Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
Camera::Camera(float yFOV, float nearClip, float farClip)
{
m_FOV = yFOV;
m_AspectRatio = aspectRatio;
m_NearClip = nearClip;
m_FarClip = farClip;
m_Position = glm::vec3(0.0);
/*m_Pitch = 0.f;
m_Yaw = 0.f;*/
UpdateProjectionMatrix();
UpdateViewMatrix();
}
//glm::vec3 Camera::Forward()
//{
// return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
//}
glm::vec3 Camera::Forward()
{
return m_Orientation * glm::vec3(0, 0, -1);
}
//
//glm::vec3 Camera::Right()
//{
@@ -34,20 +30,14 @@ Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
// return orientation;
//}
void Camera::AspectRatio(float val)
{
m_AspectRatio = val;
UpdateProjectionMatrix();
}
void Camera::Position(glm::vec3 val)
void Camera::SetPosition(glm::vec3 val)
{
m_Position = val;
UpdateViewMatrix();
}
void Camera::Orientation(glm::quat val)
void Camera::SetOrientation(glm::quat val)
{
m_Orientation = val;
UpdateViewMatrix();
@@ -65,35 +55,32 @@ void Camera::Orientation(glm::quat val)
// UpdateViewMatrix();
//}
void Camera::UpdateProjectionMatrix()
{
m_ProjectionMatrix = glm::perspective(
m_FOV,
m_AspectRatio,
m_NearClip,
m_FarClip
);
}
void Camera::UpdateViewMatrix()
{
m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation)) * glm::translate(-m_Position);
}
void Camera::FOV(float val)
void Camera::SetFOV(float val)
{
m_FOV = val;
UpdateProjectionMatrix();
}
void Camera::NearClip(float val)
void Camera::SetNearClip(float val)
{
m_NearClip = val;
UpdateProjectionMatrix();
}
void Camera::FarClip(float val)
void Camera::SetFarClip(float val)
{
m_FarClip = val;
UpdateProjectionMatrix();
}
}
glm::mat4 Camera::ProjectionMatrix(float aspectRatio)
{
return glm::perspective(
m_FOV,
aspectRatio,
m_NearClip,
m_FarClip
);
}
+7 -19
View File
@@ -1,60 +1,48 @@
#ifndef Camera_h__
#define Camera_h__
//#include "PrecompiledHeader.h"
class Camera
{
public:
Camera(float yFOV, float aspectRatio, float nearClip, float farClip);
Camera(float yFOV, float nearClip, float farClip);
glm::vec3 Forward();
glm::vec3 Right();
float AspectRatio() const { return m_AspectRatio; }
void AspectRatio(float val);
glm::vec3 Position() const { return m_Position; }
void Position(glm::vec3 val);
void SetPosition(glm::vec3 val);
glm::quat Orientation() const { return m_Orientation; }
void Orientation(glm::quat val);
void SetOrientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
glm::mat4 ProjectionMatrix(float aspectRatio);
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
float FOV() const { return m_FOV; }
void FOV(float val);
void SetFOV(float val);
float NearClip() const { return m_NearClip; }
void NearClip(float val);
void SetNearClip(float val);
float FarClip() const { return m_FarClip; }
void FarClip(float val);
void SetFarClip(float val);
private:
void UpdateProjectionMatrix();
void UpdateViewMatrix();
float m_FOV;
float m_AspectRatio;
float m_NearClip;
float m_FarClip;
glm::vec3 m_Position;
glm::quat m_Orientation;
//float m_Pitch;
//float m_Yaw;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
};
+2 -2
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@@ -9,9 +9,9 @@ namespace Components
struct Health : Component
{
Health()
: health(1.0f){ }
: Amount(1.0f) { }
float health;
float Amount;
virtual Health* Clone() const override { return new Health(*this); }
};
+2
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@@ -16,9 +16,11 @@ struct PointLight : Component
, ConstantAttenuation(1.0f)
, LinearAttenuation(0.f)
, QuadraticAttenuation(3.f)
, Radius(5.f)
{ }
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
float Radius;
Color color;
glm::vec3 Specular;
+34 -10
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@@ -1,11 +1,16 @@
#include <string>
#include <sstream>
#include "ResourceManager.h"
#include "OBJ.h"
#include "Model.h"
#include "Texture.h"
#include "EventBroker.h"
#include "RenderQueue.h"
#include "Renderer.h"
#include "InputManager.h"
#include "GUI/Frame.h"
#include "GameWorld.h"
#include "GUI/GameFrame.h"
class Engine
{
@@ -14,15 +19,24 @@ public:
{
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<Renderer>();
m_ResourceManager = std::make_shared<ResourceManager>();
m_ResourceManager->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
auto rm = m_ResourceManager;
m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
m_Renderer = std::make_shared<Renderer>(m_ResourceManager);
m_Renderer->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->GetWindow(), m_EventBroker);
//m_UIParent = std::make_shared<GUI::Frame>(m_EventBroker);
m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
m_FrameStack->Width = 1280;
m_FrameStack->Height = 720;
new GUI::GameFrame(m_FrameStack, "GameFrame");
m_World = std::make_shared<GameWorld>(m_EventBroker, m_Renderer);
m_World->Initialize();
//m_World = std::make_shared<GameWorld>(m_EventBroker, m_ResourceManager);
//m_World->Initialize();
m_LastTime = glfwGetTime();
}
@@ -32,24 +46,34 @@ public:
void Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Update input
m_InputManager->Update(dt);
m_World->Update(dt);
m_Renderer->Draw(dt);
// Update frame stack
m_EventBroker->Process<GUI::Frame>();
m_FrameStack->UpdateLayered(dt);
// Render scene
m_FrameStack->DrawLayered(m_Renderer);
m_Renderer->Swap();
// Swap event queues
m_EventBroker->Clear();
glfwPollEvents();
}
private:
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
std::shared_ptr<Renderer> m_Renderer;
std::shared_ptr<InputManager> m_InputManager;
//std::shared_ptr<GUI::Frame> m_UIParent;
GUI::Frame* m_FrameStack;
// TODO: This should ultimately live in GameFrame
std::shared_ptr<GameWorld> m_World;
//std::shared_ptr<GameWorld> m_World;
double m_LastTime;
};
+3 -3
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@@ -5,13 +5,13 @@
namespace Events
{
struct Damage : Event
{
EntityID Entity;
float damage;
float Amount;
};
}
#endif // Events_Damage_h__
+18
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@@ -0,0 +1,18 @@
#ifndef Events_SetViewportCamera_h__
#define Events_SetViewportCamera_h__
#include "EventBroker.h"
#include "Entity.h"
namespace Events
{
struct SetViewportCamera : Event
{
std::string ViewportFrame;
EntityID CameraEntity;
};
}
#endif // Events_SetViewportCamera_h__
+107 -21
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@@ -2,12 +2,14 @@
#define GUI_Frame_h__
#include <memory>
#include <map>
#include "Util/Rectangle.h"
#include "EventBroker.h"
// HACK: Decouple renderer plz
#include "ResourceManager.h"
#include "Renderer.h"
#include "RenderQueue.h"
#include "Texture.h"
namespace GUI
{
@@ -24,50 +26,134 @@ public:
};
// Set up a base frame with an event broker
Frame(std::shared_ptr<::EventBroker> eventBroker)
Frame(std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: EventBroker(eventBroker)
, Rectangle()
{ Initialize(); }
// Create a frame as a child
Frame(std::shared_ptr<Frame> parent)
: Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
{ SetParent(parent); Initialize(); }
, ResourceManager(resourceManager)
, Rectangle()
, m_Name("UIParent")
, m_Layer(0)
{ }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
, m_Layer(0)
{ SetParent(std::shared_ptr<Frame>(parent)); }
::RenderQueue RenderQueue;
virtual void Initialize() { }
std::shared_ptr<Frame> Parent() const { return m_Parent; }
void SetParent(std::shared_ptr<Frame> parent)
{
{
if (parent == nullptr)
{
LOG_ERROR("Failed to create frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
Width = parent->Width;
Height = parent->Height;
m_Layer = parent->Layer() + 1;
parent->AddChild(std::shared_ptr<Frame>(this));
m_Parent = parent;
EventBroker = parent->EventBroker;
ResourceManager = parent->ResourceManager;
}
void AddChild(std::shared_ptr<Frame> child)
{
m_Children.push_back(child);
if (m_Parent != nullptr)
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent)
{
m_Parent->AddChild(child);
}
}
typedef std::list<std::shared_ptr<Frame>>::const_iterator FrameChildrenIterator;
FrameChildrenIterator begin()
{
return m_Children.begin();
typedef std::map<std::string, std::shared_ptr<Frame>>::const_iterator FrameChildrenIterator;
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
FrameChildrenIterator end()
int Right() const override
{
return Left() + Width;
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
int Bottom() const override
{
return m_Children.end();
return Top() + Height;
}
Rectangle AbsoluteRectangle()
{
return Rectangle(Left(), Top(), Width, Height);
}
void UpdateLayered(double dt)
{
// Update ourselves
this->Update(dt);
// Update children
for (auto &pairLayer : m_Children)
{
auto children = pairLayer.second;
for (auto &pairChild : children)
{
auto child = pairChild.second;
child->Update(dt);
}
}
}
virtual void Update(double dt) { }
virtual void Draw(Renderer* renderer) { }
void DrawLayered(std::shared_ptr<Renderer> renderer)
{
// Draw ourselves
renderer->SetViewport(AbsoluteRectangle());
this->Draw(renderer);
// Draw children
for (auto &pairLayer : m_Children)
{
auto children = pairLayer.second;
for (auto &pairChild : children)
{
auto child = pairChild.second;
Rectangle rect = child->AbsoluteRectangle();
renderer->SetViewport(rect);
child->Draw(renderer);
}
}
}
virtual void Draw(std::shared_ptr<Renderer> renderer) { }
protected:
std::shared_ptr<::EventBroker> EventBroker;
std::shared_ptr<::ResourceManager> ResourceManager;
std::string m_Name;
int m_Layer;
std::shared_ptr<Frame> m_Parent;
std::list<std::shared_ptr<Frame>> m_Children;
typedef std::multimap<std::string, std::shared_ptr<Frame>> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
};
}
+51
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@@ -0,0 +1,51 @@
#ifndef GUI_GameFrame_h__
#define GUI_GameFrame_h__
#include "GUI/Frame.h"
#include "GUI/WorldFrame.h"
#include "GUI/Viewport.h"
#include "GUI/TextureFrame.h"
#include "GUI/PlayerHUD.h"
#include "GameWorld.h"
namespace GUI
{
class GameFrame : public Frame
{
public:
GameFrame(Frame* parent, std::string name)
: Frame(parent, name)
{
m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
auto worldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
{
vp1 = new Viewport(worldFrame, "Viewport1", m_World);
vp1->X = 0;
vp1->Width = 640;
vp1->Height = 720 / 2;
new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
vp2 = new Viewport(worldFrame, "Viewport2", m_World);
vp2->X = vp1->Right();
vp2->Width = 640;
vp2->Height = 720 / 2;
new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
auto vpc = new Viewport(worldFrame, "ViewportFreeCam", m_World);
vpc->Y = 720 / 2;
vpc->Height = 720 / 2;
}
m_World->Initialize();
}
private:
std::shared_ptr<GameWorld> m_World;
Viewport* vp1;
Viewport* vp2;
};
}
#endif // GUI_GameFrame_h__
+53
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@@ -0,0 +1,53 @@
#ifndef GUI_HealthOverlay_h__
#define GUI_HealthOverlay_h__
#include "GUI/TextureFrame.h"
#include "World.h"
#include "Events/Damage.h"
#include "Components/Player.h"
#include "Components/Health.h"
namespace GUI
{
class HealthOverlay : public TextureFrame
{
public:
HealthOverlay(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
: TextureFrame(parent, name)
, m_World(world)
, m_PlayerID(playerID)
{
EVENT_SUBSCRIBE_MEMBER(m_EDamage, &HealthOverlay::OnDamage);
SetTexture("Textures/GUI/hurt.png");
SetColor(glm::vec4(0.f));
}
bool OnDamage(const Events::Damage &event)
{
auto player = m_World->GetComponent<Components::Player>(event.Entity);
if (!player)
return false;
if (player->ID != m_PlayerID)
return false;
auto health = m_World->GetComponent<Components::Health>(event.Entity);
if (!health)
return false;
SetColor(glm::vec4(1.f, 1.f, 1.f, 1 - health->Amount / 100.f));
return true;
}
protected:
std::shared_ptr<World> m_World;
int m_PlayerID;
EventRelay<Frame, Events::Damage> m_EDamage;
};
}
#endif // GUI_TextureFrame_h__
+30
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@@ -0,0 +1,30 @@
#include "GUI/Frame.h"
#include "GUI/HealthOverlay.h"
#ifndef GUI_PlayerHUD_h__
#define GUI_PlayerHUD_h__
namespace GUI
{
class PlayerHUD : public Frame
{
public:
PlayerHUD(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
: Frame(parent, name)
, m_World(world)
, m_PlayerID(playerID)
{
m_HealthOverlay = new HealthOverlay(this, "HealthOverlay", m_World, m_PlayerID);
}
protected:
std::shared_ptr<World> m_World;
int m_PlayerID;
HealthOverlay* m_HealthOverlay;
};
}
#endif // GUI_TextureFrame_h__
+52
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@@ -0,0 +1,52 @@
#ifndef GUI_TextureFrame_h__
#define GUI_TextureFrame_h__
#include "GUI/Frame.h"
#include "Texture.h"
namespace GUI
{
class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name)
, m_Texture(nullptr)
, m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f))
{ }
void Draw(std::shared_ptr<Renderer> renderer) override
{
if (m_Texture == nullptr)
return;
RenderQueue.Clear();
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = m_Color;
RenderQueue.Add(job);
renderer->SetCamera(nullptr);
renderer->DrawFrame(RenderQueue);
}
::Texture* Texture() const { return m_Texture; }
void SetTexture(std::string resourceName)
{
m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
::Texture* m_Texture;
glm::vec4 m_Color;
};
}
#endif // GUI_TextureFrame_h__
+62 -3
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@@ -4,6 +4,12 @@
#include <memory>
#include "GUI/Frame.h"
#include "World.h"
#include "Systems/TransformSystem.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "RenderQueue.h"
#include "Camera.h"
namespace GUI
{
@@ -11,9 +17,62 @@ namespace GUI
class Viewport : public Frame
{
public:
// Create a frame as a child
Viewport(std::shared_ptr<Frame> parent)
: Frame(parent) { }
Viewport(Frame* parent, std::string name, std::shared_ptr<World> world)
: Frame(parent, name)
, m_World(world)
{ }
EntityID CameraEntity() const { return m_CameraEntity; }
void SetCameraEntity(EntityID cameraEntity)
{
m_CameraEntity = cameraEntity;
auto transformComponent = m_World->GetComponent<Components::Transform>(cameraEntity);
if (!transformComponent)
return;
auto cameraComponent = m_World->GetComponent<Components::Camera>(cameraEntity);
if (!cameraComponent)
return;
m_Camera = std::make_shared<Camera>(cameraComponent->FOV, cameraComponent->NearClip, cameraComponent->FarClip);
}
void Update(double dt) override
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
auto transformComponent = m_World->GetComponent<Components::Transform>(m_CameraEntity);
if (!transformComponent)
return;
auto cameraComponent = m_World->GetComponent<Components::Camera>(m_CameraEntity);
if (!cameraComponent)
return;
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(m_CameraEntity);
m_Camera->SetFOV(cameraComponent->FOV);
m_Camera->SetNearClip(cameraComponent->NearClip);
m_Camera->SetFarClip(cameraComponent->FarClip);
m_Camera->SetPosition(absoluteTransform.Position);
m_Camera->SetOrientation(absoluteTransform.Orientation);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
if (!m_Camera)
return;
renderer->SetCamera(m_Camera);
renderer->DrawWorld(m_Parent->RenderQueue);
}
private:
std::shared_ptr<World> m_World;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
std::shared_ptr<Camera> m_Camera;
EntityID m_CameraEntity;
};
}
+150
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@@ -0,0 +1,150 @@
#ifndef GUI_WorldFrame_h__
#define GUI_WorldFrame_h__
#include "GUI/Frame.h"
#include "GUI/Viewport.h"
#include "RenderQueue.h"
#include "World.h"
#include "Systems/TransformSystem.h"
#include "Events/SetViewportCamera.h"
#include "Components/Transform.h"
#include "Components/Model.h"
#include "Components/Sprite.h"
#include "Components/PointLight.h"
namespace GUI
{
class WorldFrame : public Frame
{
public:
WorldFrame(Frame* parent, std::string name, std::shared_ptr<World> world)
: Frame(parent, name)
, m_World(world)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
}
void Update(double dt) override
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
m_World->Update(dt);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
RenderQueue.Clear();
renderer->ClearPointLights();
for (auto &pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
if (modelAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
EnqueueModel(modelAsset, modelMatrix);
}
}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
{
auto textureAsset = ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
if (textureAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(textureAsset, modelMatrix);
}
}
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
renderer->AddPointLightToDraw(
position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->specularExponent,
pointLightComponent->ConstantAttenuation,
pointLightComponent->LinearAttenuation,
pointLightComponent->QuadraticAttenuation,
pointLightComponent->Radius
);
}
}
}
protected:
std::shared_ptr<World> m_World;
private:
EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
bool OnSetViewportCamera(const Events::SetViewportCamera &event)
{
// Search next layer for viewports and update cameras
auto itpair = m_Children[m_Layer + 1].equal_range(event.ViewportFrame);
for (auto it = itpair.first; it != itpair.second; ++it)
{
auto viewportFrame = std::dynamic_pointer_cast<GUI::Viewport>(it->second);
if (!viewportFrame)
continue;
viewportFrame->SetCameraEntity(event.CameraEntity);
}
return true;
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix)
{
for (auto texGroup : model->TextureGroups)
{
ModelJob job;
job.TextureID = texGroup.Texture->ResourceID;
job.DiffuseTexture = *texGroup.Texture;
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
job.VAO = model->VAO;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
}
}
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.Texture = *texture;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
}
};
}
#endif // GUI_WorldFrame_h__
+664 -1094
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+6 -4
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@@ -51,11 +51,15 @@
class GameWorld : public World
{
public:
GameWorld(std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<Renderer> renderer)
: World(eventBroker), m_Renderer(renderer) { }
GameWorld(std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: World(eventBroker, resourceManager)
{ }
void Initialize();
EntityID CreateTank(int playerID);
EntityID CreateJeep(int playerID);
void RegisterSystems() override;
void AddSystems() override;
void RegisterComponents() override;
@@ -63,8 +67,6 @@ public:
void Update(double dt);
private:
std::shared_ptr<Renderer> m_Renderer;
void BindKey(int keyCode, std::string command, float value);
void BindMouseButton(int button, std::string command, float value);
void BindGamepadAxis(Gamepad::Axis axis, std::string command, float value);
+34 -7
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@@ -1,7 +1,7 @@
#include "PrecompiledHeader.h"
#include "Model.h"
Model::Model(ResourceManager* rm, OBJ &obj)
Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
{
OBJ::MaterialInfo* currentMaterial = nullptr;
TextureGroup* currentTexGroup = nullptr;
@@ -23,11 +23,23 @@ Model::Model(ResourceManager* rm, OBJ &obj)
// TODO: Load normal map
std::shared_ptr<Texture> normalMap = nullptr;
if (!currentMaterial->NormalMap.FileName.empty())
{
normalMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->NormalMap.FileName));
}
else
{
normalMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", "Textures/NeutralNormalMap.png"));
}
// Load specular map
std::shared_ptr<Texture> specularMap = nullptr;
if (!currentMaterial->SpecularMap.FileName.empty())
{
specularMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->SpecularMap.FileName));
}
else
{
specularMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", "Textures/NeutralSpecularMap.png"));
}
// TODO: Load material parameters
// Create new texture group (start index of new group is upcoming index)
@@ -36,6 +48,21 @@ Model::Model(ResourceManager* rm, OBJ &obj)
currentTexGroup = &TextureGroups.back();
}
/*std::unordered_map<int, glm::vec3> similarNormals;
std::unordered_map<int, int> normalCount;
for (auto &faceDef : face.Definitions)
{
if (faceDef.NormalIndex == 0)
continue;
similarNormals[faceDef.VertexIndex - 1] += normal;
normalCount[faceDef.VertexIndex - 1]++;
int index = pair.first;
glm::vec3 averagedNormal = ;
Normals[]
}*/
// Face definitions
for (auto faceDef : face.Definitions)
{
@@ -178,7 +205,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
bool Model::IsNear( float v1, float v2 )
{
return fabs(v1 - v2) < 0.01f;
return fabs(v1 - v2) < 0.001f;
}
void Model::getSimilarVertexIndex()
@@ -190,15 +217,15 @@ void Model::getSimilarVertexIndex()
if(i != t)
{
if(IsNear(Vertices[i].x, Vertices[t].x)
& IsNear(Vertices[i].y, Vertices[t].y)
& IsNear(Vertices[i].z, Vertices[t].z)
&& IsNear(Vertices[i].y, Vertices[t].y)
&& IsNear(Vertices[i].z, Vertices[t].z)
)
{
glm::vec3 tempNormal, tempTangent, tempBiTangent;
tempNormal = glm::normalize(Normals[i] + Normals[t]);
tempTangent = glm::normalize(TangentNormals[i] + TangentNormals[t]);
tempBiTangent = glm::normalize(BiTangentNormals[i] + BiTangentNormals[t]);
tempNormal = Normals[i] + Normals[t];
tempTangent = TangentNormals[i] + TangentNormals[t];
tempBiTangent = BiTangentNormals[i] + BiTangentNormals[t];
Normals[i] = tempNormal;
Normals[t] = tempNormal;
+1 -1
View File
@@ -17,7 +17,7 @@
class Model : public Resource
{
public:
Model(ResourceManager* rm, OBJ &obj);
Model(std::shared_ptr<ResourceManager> resourceManager, OBJ &obj);
struct TextureGroup
{
+50 -19
View File
@@ -14,25 +14,10 @@ struct RenderJob
{
friend class RenderQueue;
unsigned int ViewportID;
unsigned int TextureID;
GLuint DiffuseTexture;
GLuint NormalTexture;
GLuint SpecularTexture;
GLuint VAO;
unsigned int StartIndex;
unsigned int EndIndex;
glm::mat4 ModelMatrix;
protected:
uint64_t Hash;
void CalculateHash()
{
Hash = ViewportID << 58 // 6 bits
| TextureID << 42; // 16 bits
}
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
@@ -40,13 +25,49 @@ protected:
}
};
struct ModelJob : RenderJob
{
unsigned int ShaderID;
unsigned int TextureID;
GLuint DiffuseTexture;
GLuint NormalTexture;
GLuint SpecularTexture;
glm::vec4 Color;
GLuint VAO;
unsigned int StartIndex;
unsigned int EndIndex;
glm::mat4 ModelMatrix;
void CalculateHash() override
{
Hash = TextureID;
}
};
struct SpriteJob : RenderJob
{
unsigned int ShaderID;
unsigned int TextureID;
GLuint Texture;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
{
Hash = TextureID;
}
};
class RenderQueue
{
public:
void Add(RenderJob &job)
template <typename T>
void Add(T &job)
{
job.CalculateHash();
m_Jobs.push_front(job);
m_Jobs.push_front(std::shared_ptr<T>(new T(job)));
m_Jobs.sort();
}
@@ -55,8 +76,18 @@ public:
m_Jobs.clear();
}
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return m_Jobs.begin();
}
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator end()
{
return m_Jobs.end();
}
private:
std::forward_list<RenderJob> m_Jobs;
std::forward_list<std::shared_ptr<RenderJob>> m_Jobs;
};
#endif // RenderQueue_h__
+534 -210
View File
@@ -1,7 +1,8 @@
#include "PrecompiledHeader.h"
#include "Renderer.h"
Renderer::Renderer()
Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
: ResourceManager(resourceManager)
{
m_VSync = false;
#ifdef DEBUG
@@ -13,14 +14,17 @@ Renderer::Renderer()
m_DrawWireframe = false;
m_DrawBounds = false;
#endif
Gamma = 2.2f;
Gamma = 0.85f;
CAtt = 1.0f;
LAtt = 0.0f;
QAtt = 3.0f;
m_ShadowMapRes = 2048*6;
m_SunPosition = glm::vec3(0, 3.5f, 10);
m_ShadowMapRes = 2048*2;
m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
m_SunProjection_height = glm::vec2(-40.f, 40.f);
m_SunProjection_width = glm::vec2(-40.f, 40.f);
m_SunProjection_length = glm::vec2(-500.f, 500.f);
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
/* Lights = 0;*/
}
@@ -66,13 +70,14 @@ void Renderer::Initialize()
}
// Create Camera
m_Camera = std::make_shared<Camera>(45.f, (float)m_Width / m_Height, 0.01f, 1000.f);
m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
m_Camera = std::make_shared<Camera>(45.f, 0.01f, 1000.f);
m_Camera->SetPosition(glm::vec3(0.0f, 0.0f, 2.f));
glfwSwapInterval(m_VSync);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
LoadContent();
}
@@ -101,12 +106,22 @@ void Renderer::LoadContent()
m_ShaderProgramDebugAABB.AddShader(standardVS);
m_ShaderProgramDebugAABB.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/AABB.frag.glsl")));
m_ShaderProgramDebugAABB.Compile();
m_ShaderProgramDebugAABB.Link();
m_ShaderProgramDebugAABB.Link();*/
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
m_ShaderProgramSkybox.Compile();
m_ShaderProgramSkybox.Link();*/
m_ShaderProgramSkybox.Link();
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
m_SunPassProgram.Compile();
m_SunPassProgram.Link();
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
m_ForwardRendering.Compile();
m_ForwardRendering.Link();
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
@@ -139,6 +154,9 @@ void Renderer::LoadContent()
m_ScreenQuad = CreateQuad();
CreateShadowMap(m_ShadowMapRes);
FrameBufferTextures();
m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
}
void Renderer::Draw(double dt)
@@ -152,17 +170,44 @@ void Renderer::Draw(double dt)
m_QuadView = true;
}
if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
//if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
//{
// Gamma -= 0.3f * dt;
// LOG_INFO("Gamma_UP: %f", Gamma);
//}
//if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
//{
// Gamma += 0.3f * dt;
// LOG_INFO("Gamma_DOWN: %f", Gamma);
//}
if(glfwGetKey(m_Window, GLFW_KEY_KP_7))
{
Gamma -= 0.3f * dt;
LOG_INFO("Gamma_UP: %f", Gamma);
m_SunProjection_height.x += 10.f * dt;
LOG_INFO("Heightx+: %f", m_SunProjection_height);
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
}
if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
else if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
{
Gamma += 0.3f * dt;
LOG_INFO("Gamma_DOWN: %f", Gamma);
m_SunProjection_height.x -= 10.f * dt;
LOG_INFO("Heightx-: %f", m_SunProjection_height);
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
}
if(glfwGetKey(m_Window, GLFW_KEY_KP_8))
{
m_SunProjection_height.y += 10.f * dt;
LOG_INFO("Heightx+: %f", m_SunProjection_height);
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
}
else if(glfwGetKey(m_Window, GLFW_KEY_KP_5))
{
m_SunProjection_height.y -= 10.f * dt;
LOG_INFO("Heightx-: %f", m_SunProjection_height);
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
}
if(glfwGetKey(m_Window, GLFW_KEY_1))
{
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
@@ -211,16 +256,196 @@ void Renderer::Draw(double dt)
glfwSwapBuffers(m_Window);
}
void Renderer::DrawFrame(RenderQueue &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
//glm::mat4 MVP;
m_ForwardRendering.Bind();
//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
//{
// Model* model;
// glm::mat4 modelMatrix;
// bool visible;
// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
// if (!visible)
// continue;
// MVP = cameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
// glBindVertexArray(model->VAO);
// for (auto texGroup : model->TextureGroups)
// {
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
// }
//}
for (auto &job : rq)
{
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//if (modelJob)
//{
// glm::mat4 modelMatrix = modelJob->ModelMatrix;
// MVP = cameraMatrix * modelMatrix;
// depthMVP = depthCameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
// //glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
// glBindVertexArray(modelJob->VAO);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
// if (modelJob->NormalTexture != 0)
// {
// glActiveTexture(GL_TEXTURE2);
// glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
// }
// if (modelJob->SpecularTexture)
// {
// glActiveTexture(GL_TEXTURE3);
// glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
// }
// glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
// continue;
//}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
continue;
}
}
}
void Renderer::DrawWorld(RenderQueue &rq)
{
glDisable(GL_BLEND);
DrawShadowMap(rq);
/*
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
//glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffClear);
glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
m_FirstPassProgram.Bind();
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffOpaque);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
DrawFBOScene(rq);
/*
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SecondPassProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
DrawLightScene(rq);
DrawSunLightScene();
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
glClear(GL_DEPTH_BUFFER_BIT);
m_FinalPassProgram.Bind();
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void Renderer::Swap()
{
glfwSwapBuffers(m_Window);
}
#pragma region TempRegion
void Renderer::DrawSkybox()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glViewport(0, 0, m_Width, m_Height);
//glScissor(0, 0, m_Width, m_Height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_ShaderProgramSkybox.Bind();
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * glm::toMat4(glm::inverse(m_Camera->Orientation()));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
m_Skybox->Draw();
@@ -235,8 +460,8 @@ void Renderer::CreateShadowMap(int resolution)
glGenTextures(1, &m_ShadowDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
@@ -253,21 +478,23 @@ void Renderer::CreateShadowMap(int resolution)
}
}
void Renderer::DrawShadowMap()
void Renderer::DrawShadowMap(RenderQueue &rq)
{
glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
glCullFace(GL_BACK); //Make it so that only the back faces are rendered
glCullFace(GL_FRONT); //Make it so that only the back faces are rendered
//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
glScissor(0, 0, m_ShadowMapRes, m_ShadowMapRes);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//Creates the "camera" for the shadowmap from the direction of the sun.
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(m_Camera->Position() * glm::vec3(1, 1, 1));
//glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate((-m_Camera->Position() + (glm::vec3(40.0) * -m_Camera->Forward())) * glm::vec3(1, 1, 1));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
glm::mat4 MVP;
@@ -275,26 +502,23 @@ void Renderer::DrawShadowMap()
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
//For each model, render them to the shadowmap
for (auto tuple : ModelsToRender)
for (auto &job : rq)
{
Model* model;
glm::mat4 modelMatrix;
bool shadow;
std::tie(model, modelMatrix, std::ignore, shadow) = tuple;
if (!shadow)
continue;
MVP = depthCamera * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
glm::mat4 modelMatrix = modelJob->ModelMatrix;
MVP = depthCamera * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
//glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glBindVertexArray(modelJob->VAO);
glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
continue;
}
}
}
void Renderer::DrawDebugShadowMap()
@@ -355,19 +579,31 @@ void Renderer::AddModelToDraw(Model* model, glm::vec3 position, glm::quat orient
void Renderer::AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
{
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
TexturesToRender.push_back(std::make_tuple(texture, modelMatrix, position));
//glm::vec3 camToParticle = glm::normalize(m_Camera->Position() - position);
//glm::vec3 up = glm::vec3(0,1,0);
//glm::vec3 rightVec = glm::normalize(glm::cross(up, camToParticle));
//glm::vec3 up2 = glm::normalize(glm::cross(camToParticle, rightVec));
//
//glm::mat4 billboardMatrix;
//billboardMatrix[0] = glm::vec4(rightVec, 0);
//billboardMatrix[1] = glm::vec4(up2, 0);
//billboardMatrix[2] = glm::vec4(camToParticle, 0);
////billboardMatrix[3] = glm::vec4(position, 0);
//TexturesToRender.push_back(std::make_tuple(texture, modelMatrix, billboardMatrix));
}
void Renderer::AddPointLightToDraw(
glm::vec3 _position,
glm::vec3 _specular,
glm::vec3 _diffuse,
float _specularExponent,
glm::vec3 _position,
glm::vec3 _specular,
glm::vec3 _diffuse,
float _specularExponent,
float _ConstantAttenuation,
float _LinearAttenuation,
float _QuadraticAttenuation
float _QuadraticAttenuation,
float _radius
)
{
Light light;
@@ -378,6 +614,7 @@ void Renderer::AddPointLightToDraw(
light.ConstantAttenuation = _ConstantAttenuation;
light.LinearAttenuation = _LinearAttenuation;
light.QuadraticAttenuation = _QuadraticAttenuation;
light.Radius = _radius;
light.SphereModelMatrix = CreateLightMatrix(light);
Lights.push_back(light);
}
@@ -537,7 +774,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind diffuse texture
glGenTextures(1, &m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -546,7 +783,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind position texture
glGenTextures(1, &m_fPositionTexture);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_Width, m_Height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -555,7 +792,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind normal texture
glGenTextures(1, &m_fNormalsTexture);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_Width, m_Height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -564,7 +801,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind normal texture
glGenTextures(1, &m_fSpecularTexture);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, m_Width, m_Height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -601,7 +838,7 @@ void Renderer::FrameBufferTextures()
glGenTextures(1, &m_fLightingTexture);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -623,92 +860,101 @@ void Renderer::FrameBufferTextures()
void Renderer::DrawFBO()
{
DrawShadowMap();
//DrawShadowMap();
for (auto &pair : m_Viewports)
{
Viewport &viewport = pair.second;
if (!viewport.Camera)
continue;
//for (auto &pair : m_Viewports)
//{
// Viewport &viewport = pair.second;
// if (!viewport.Camera)
// continue;
int x = viewport.Left * m_Width;
int y = viewport.Top * m_Height;
int width = (viewport.Right - viewport.Left) * m_Width;
int height = (viewport.Bottom - viewport.Top) * m_Height;
/*
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(0, 0, m_Width, m_Height);
// int x = viewport.Left * m_Width;
// int y = viewport.Top * m_Height;
// int width = (viewport.Right - viewport.Left) * m_Width;
// int height = (viewport.Bottom - viewport.Top) * m_Height;
//
// /*
// Base pass
// */
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
// glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffClear);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// // Clear G-buffer
// GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
// glDrawBuffers(4, windowBuffClear);
// glClearColor(0.0f, 0.3f, 0.7f, 0.f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
m_FirstPassProgram.Bind();
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffOpaque);
// // Execute the first render stage which will fill out the internal buffers with data(??)
// m_FirstPassProgram.Bind();
// GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
// glDrawBuffers(4, windowBuffOpaque);
glCullFace(GL_BACK);
DrawFBOScene(viewport);
// glCullFace(GL_BACK);
//
// DrawFBOScene(viewport);
/*
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
// /*
// Lighting pass
// */
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
// GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
// glDrawBuffers(1, lightingPassAttachments);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
// glClearColor(0.f, 0.f, 0.f, 0.f);
// glClear(GL_COLOR_BUFFER_BIT);
m_SecondPassProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
// m_SecondPassProgram.Bind();
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
// glActiveTexture(GL_TEXTURE2);
// glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
DrawLightScene(viewport);
// glCullFace(GL_FRONT);
// DrawLightScene(viewport);
DrawSunLightScene();
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(x, y, width, height);
glClear(GL_DEPTH_BUFFER_BIT);
// /*
// Final pass
// */
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// glViewport(x, y, width, height);
// glClear(GL_DEPTH_BUFFER_BIT);
m_FinalPassProgram.Bind();
// m_FinalPassProgram.Bind();
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
// // Ambient light
// glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
// glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// glCullFace(GL_BACK);
// glBindVertexArray(m_ScreenQuad);
// glEnableVertexAttribArray(0);
// glDrawArrays(GL_TRIANGLES, 0, 6);
//}
}
void Renderer::DrawFBOScene(Viewport &viewport)
void Renderer::DrawFBO2()
{
ForwardRendering();
}
void Renderer::DrawFBOScene(RenderQueue &rq)
{
// glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
// glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
// glCullFace(GL_BACK); //Make it so that only the back faces are rendered
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
@@ -717,83 +963,84 @@ void Renderer::DrawFBOScene(Viewport &viewport)
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
//glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate((-m_Camera->Position() + (glm::vec3(40.0) * -m_Camera->Forward())) * glm::vec3(1, 1, 1));
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 1, 1));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
glm::mat4 depthMVP;
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
glm::vec3 sunDirection_cameraview = glm::vec3(cameraProjection * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
m_FirstPassProgram.Bind();
GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
for (auto tuple : ModelsToRender)
for (auto &job : rq)
{
Model* model;
glm::mat4 modelMatrix;
bool visible;
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
if (!visible)
continue;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
glm::mat4 modelMatrix = modelJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glBindVertexArray(modelJob->VAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
if (texGroup.NormalMap)
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *texGroup.NormalMap);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
}
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
if (modelJob->SpecularTexture)
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
}
glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
continue;
}
}
for (auto tuple : TexturesToRender)
{
Texture* texture;
glm::mat4 modelMatrix;
glm::vec3 position;
std::tie(texture, modelMatrix, position) = tuple;
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
//auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
//if (spriteJob)
//{
// Texture* texture;
// glm::mat4 modelMatrix;
// glm::mat4 billboardMatrix;
// std::tie(texture, modelMatrix, billboardMatrix) = tuple;
glm::vec3 camToParticle = glm::normalize(viewport.Camera->Position() - position);
glm::vec3 up = glm::vec3(0,1,0);
glm::vec3 rightVec = glm::normalize(glm::cross(up, camToParticle));
glm::vec3 up2 = glm::normalize(glm::cross(camToParticle, rightVec));
// //MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
// MVP = cameraMatrix * modelMatrix * billboardMatrix;
glm::mat4 billboardMatrix;
billboardMatrix[0] = glm::vec4(rightVec, 0);
billboardMatrix[1] = glm::vec4(up2, 0);
billboardMatrix[2] = glm::vec4(camToParticle, 0);
//billboardMatrix[3] = glm::vec4(position, 0);
// depthMVP = depthCameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
MVP = cameraMatrix * modelMatrix * billboardMatrix;
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, *texture);
// glBindVertexArray(m_ScreenQuad);
// glDrawArrays(GL_TRIANGLES, 0, 6);
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
// continue;
//}
}
}
void Renderer::DrawLightScene(Viewport &viewport)
void Renderer::DrawLightScene(RenderQueue &rq)
{
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
@@ -803,32 +1050,72 @@ void Renderer::DrawLightScene(Viewport &viewport)
glDepthMask (GL_FALSE);
glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
m_SecondPassProgram.Bind();
GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
for (auto &light : Lights)
{
MVP = cameraMatrix * light.SphereModelMatrix;
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), viewport.Camera->Position().x, viewport.Camera->Position().y, viewport.Camera->Position().z);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "ls"), 1, glm::value_ptr(light.Specular));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "ld"), 1, glm::value_ptr(light.Diffuse));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "lp"), 1, glm::value_ptr(light.Position));
glUniform3f(glGetUniformLocation(ShaderProgramHandle, "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "specularExponent"), light.SpecularExponent);
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "ConstantAttenuation"), CAtt);
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "LinearAttenuation"), LAtt);
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "QuadraticAttenuation"), QAtt);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "LightRadius"), light.Radius);
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "directionToSun"), 1, glm::value_ptr(-sunDirection));
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
};
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
void Renderer::DrawSunLightScene()
{
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
//glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_SunPassProgram.Bind();
GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1, glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform3f(glGetUniformLocation(ShaderProgramHandle, "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "directionToSun"), 1, glm::value_ptr(glm::normalize(m_SunPosition)));
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable (GL_DEPTH_TEST);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
@@ -844,14 +1131,14 @@ glm::mat4 Renderer::CreateLightMatrix(Light &_light)
// float c = _light.ConstantAttenuation;
// float l = _light.LinearAttenuation;
// float q = _light.QuadraticAttenuation;
float c = CAtt;
float l = LAtt;
float q = QAtt;
float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q));
//float c = CAtt;
//float l = LAtt;
//float q = QAtt;
//float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q));
glm::mat4 model;
model *= glm::translate(_light.Position);
model *= glm::scale(glm::vec3(cutOffRadius));
model *= glm::scale(glm::vec3(_light.Radius*2));
return model;
}
@@ -869,7 +1156,7 @@ void Renderer::UpdateSunProjection()
glm::vec3(1.f, 1.f, 1.f)
};
glm::mat4 inverseProjectionViewMatrix = glm::inverse(m_Camera->ViewMatrix()) * glm::inverse(m_Camera->ProjectionMatrix());
glm::mat4 inverseProjectionViewMatrix = glm::inverse(m_Camera->ViewMatrix()) * glm::inverse(m_Camera->ProjectionMatrix((float)m_Width / m_Height));
//Also * with world matrix for light
for(auto corner : NDCCube)
@@ -882,35 +1169,72 @@ void Renderer::UpdateSunProjection()
//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
}
void Renderer::RegisterViewport(int identifier, float left, float top, float right, float bottom)
void Renderer::ForwardRendering()
{
Viewport v;
v.Left = left;
v.Top = top;
v.Right = right;
v.Bottom = bottom;
v.Camera = nullptr;
m_Viewports[identifier] = v;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_ForwardRendering.Bind();
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
{
Model* model;
glm::mat4 modelMatrix;
bool visible;
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
if (!visible)
continue;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
}
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
{
m_Cameras[identifier] = std::make_shared<Camera>(FOV, (float)m_Width / m_Height, nearClip, farClip);
m_Cameras[identifier] = std::make_shared<Camera>(FOV, nearClip, farClip);
}
void Renderer::UpdateViewport(int viewportIdentifier, int cameraIdentifier)
{
auto &viewport = m_Viewports[viewportIdentifier];
auto camera = m_Cameras[cameraIdentifier];
camera->AspectRatio(((viewport.Right - viewport.Left) * m_Width) / ((viewport.Bottom - viewport.Top) * m_Height));
viewport.Camera = camera;
//auto &viewport = m_Viewports[viewportIdentifier];
//auto camera = m_Cameras[cameraIdentifier];
//camera->AspectRatio(((viewport.Right - viewport.Left) * m_Width) / ((viewport.Bottom - viewport.Top) * m_Height));
//viewport.Camera = camera;
}
void Renderer::UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip)
{
m_Cameras[cameraIdentifier]->Position(position);
/*m_Cameras[cameraIdentifier]->Position(position);
m_Cameras[cameraIdentifier]->Orientation(orientation);
m_Cameras[cameraIdentifier]->FOV(FOV);
m_Cameras[cameraIdentifier]->NearClip(nearClip);
m_Cameras[cameraIdentifier]->FarClip(farClip);
m_Cameras[cameraIdentifier]->FarClip(farClip);*/
}
void Renderer::ClearPointLights()
{
Lights.clear();
}
+42 -8
View File
@@ -13,6 +13,8 @@
#include "Components/PointLight.h"
#include "Skybox.h"
#include "ResourceManager.h"
#include "Util/Rectangle.h"
#include "RenderQueue.h"
class Renderer
{
@@ -29,7 +31,7 @@ public:
std::list<std::tuple<Texture*, glm::mat4, glm::vec3>> TexturesToRender;
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
Renderer();
Renderer(std::shared_ptr<::ResourceManager> resourceManager);
void Initialize();
void Draw(double dt);
@@ -40,6 +42,23 @@ public:
void UpdateViewport(int viewportIdentifier, int cameraIdentifier);
void UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip);
#pragma region NEWSTUFF
void SetViewport(const Rectangle &viewport)
{
m_Viewport = viewport;
}
void SetCamera(std::shared_ptr<Camera> camera)
{
m_Camera = camera;
}
void DrawFrame(RenderQueue &rq);
void DrawWorld(RenderQueue &rq);
void Swap();
#pragma endregion
void AddModelToDraw(Model* model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster);
void AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
void AddTextToDraw();
@@ -50,8 +69,11 @@ public:
float _specularExponent,
float _ConstantAttenuation,
float _LinearAttenuation,
float _QuadraticAttenuation
float _QuadraticAttenuation,
float _radius
);
void ClearPointLights();
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
void LoadContent();
@@ -70,6 +92,8 @@ public:
void SetSphereModel(Model* _model);
private:
std::shared_ptr<::ResourceManager> ResourceManager;
int m_Width, m_Height;
struct Viewport
@@ -84,6 +108,9 @@ private:
std::unordered_map<int, Viewport> m_Viewports;
std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
Rectangle m_Viewport;
std::shared_ptr<Camera> m_Camera;
struct Light
{
glm::vec3 Position;
@@ -91,7 +118,7 @@ private:
glm::vec3 Diffuse;
float SpecularExponent;
glm::mat4 SphereModelMatrix;
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation, Radius;
};
float Gamma;
@@ -113,6 +140,10 @@ private:
glm::vec3 m_SunPosition;
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
glm::vec2 m_SunProjection_width;
glm::vec2 m_SunProjection_height;
glm::vec2 m_SunProjection_length;
GLuint m_DebugAABB;
GLuint m_ShadowFrameBuffer;
@@ -135,13 +166,13 @@ private:
bool m_QuadView;
std::shared_ptr<Camera> m_Camera;
ShaderProgram m_ShaderProgram;
ShaderProgram m_FirstPassProgram;
ShaderProgram m_SecondPassProgram;
ShaderProgram m_SecondPassProgram_Debug;
ShaderProgram m_FinalPassProgram;
ShaderProgram m_SunPassProgram;
ShaderProgram m_ForwardRendering;
ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
@@ -154,16 +185,19 @@ private:
void ClearStuff();
void DrawScene();
void DrawModels(ShaderProgram &shader);
void DrawShadowMap();
void DrawShadowMap(RenderQueue &rq);
void CreateShadowMap(int resolution);
void FrameBufferTextures();
void DrawFBO();
void DrawFBOScene(Viewport &viewport);
void DrawLightScene(Viewport &viewport);
void DrawFBO2();
void DrawFBOScene(RenderQueue &rq);
void DrawLightScene(RenderQueue &rq);
void DrawSunLightScene();
void BindFragDataLocation();
glm::mat4 CreateLightMatrix(Light &_light);
void UpdateSunProjection();
void CreateNormalMapTangent();
void ForwardRendering();
GLuint CreateQuad();
+38 -1
View File
@@ -155,4 +155,41 @@ void ShaderProgram::Bind()
void ShaderProgram::Unbind()
{
glActiveShaderProgram(0, 0);
}
}
void ShaderProgram::LoadFromFolder(std::string folderPath)
{
auto path = boost::filesystem::path(folderPath);
if (!boost::filesystem::is_directory(path))
{
LOG_ERROR("Failed to load shader program: \"%s\" is not a directory", folderPath.c_str());
return;
}
for (auto it = boost::filesystem::directory_iterator(path); it != boost::filesystem::directory_iterator(); it++)
{
std::string filename = it->path().filename().string();
if (filename == "Vertex.glsl")
{
AddShader(std::shared_ptr<Shader>(new VertexShader(filename)));
}
else if (filename == "Fragment.glsl")
{
AddShader(std::shared_ptr<Shader>(new FragmentShader(filename)));
}
else if (filename == "Geometry.glsl")
{
AddShader(std::shared_ptr<Shader>(new GeometryShader(filename)));
}
}
}
void ShaderProgram::BindFragDataLocation(int colorNumber, std::string name)
{
if (m_ShaderProgramHandle == 0)
return;
glBindFragDataLocation(m_ShaderProgramHandle, colorNumber, name.c_str());
}
+16 -2
View File
@@ -6,6 +6,11 @@
#include <fstream>
#include <vector>
#include <boost/filesystem.hpp>
#include <boost/filesystem/path.hpp>
#include "ResourceManager.h"
class Shader
{
public:
@@ -57,23 +62,32 @@ public:
: ShaderType(fileName) { }
};
class ShaderProgram
class ShaderProgram : public Resource
{
public:
ShaderProgram()
: m_ShaderProgramHandle(0) { }
: m_ShaderProgramHandle(0)
{ }
ShaderProgram(std::string folderPath)
: m_ShaderProgramHandle(0)
{ }
~ShaderProgram();
void AddShader(std::shared_ptr<Shader> shader);
void BindFragDataLocation(int colorNumber, std::string name);
void Compile();
GLuint Link();
GLuint GetHandle();
operator GLuint() const { return m_ShaderProgramHandle; }
void Bind();
void Unbind();
private:
GLuint m_ShaderProgramHandle;
std::vector<std::shared_ptr<Shader>> m_Shaders;
void LoadFromFolder(std::string folderPath);
};
#endif // ShaderProgram_h__
+4 -3
View File
@@ -21,9 +21,10 @@ void main()
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+20
View File
@@ -0,0 +1,20 @@
#version 430
uniform vec4 Color;
layout(binding=0) uniform sampler2D texture0;
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input;
out vec4 fragmentColor;
void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
fragmentColor = texel * Color;
}
+25
View File
@@ -0,0 +1,25 @@
#version 430
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
Output.TextureCoord = TextureCoord;
}
+52 -11
View File
@@ -5,6 +5,15 @@ layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
//TerrainTextures
layout (binding=4) uniform sampler2D AsphaltTexture;
layout (binding=5) uniform sampler2D GrassTexture;
layout (binding=6) uniform sampler2D SandTexture;
layout (binding=7) uniform sampler2D BlendMap;
uniform float texScale; //Determines how many times the textures will loop over the terrain
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
in VertexData
{
@@ -19,16 +28,28 @@ in VertexData
out vec4 frag_Diffuse;
out vec4 frag_Position;
out vec4 frag_Normal;
out vec4 frag_specular;
out vec4 frag_Specular;
float Shadow(vec4 ShadowCoord)
float Shadow(vec4 ShadowCoord, vec3 normal)
{
//float cosTheta = clamp(dot(Input.Normal, 1.0), 0.0, 1.0);
float bias = 0.0005; // cosTheta is dot( n,l ), clamped between 0 and 1
bias = clamp(bias, 0.0, 0.01);
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z - bias)
return 1.0;
if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
return 0.9;
//Variable bias
vec3 n = normalize(normal);
vec3 l = normalize(SunDirection_cameraspace);
float cosTheta = clamp(dot(n, l), 0.0, 1.0);
float bias = tan(acos(cosTheta));
bias = clamp(bias, 0.0, 0.00003);
//Fixed bias
bias = 0;
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
{
return 0.3;
return 0.6;
}
else
{
@@ -38,18 +59,38 @@ float Shadow(vec4 ShadowCoord)
void main()
{
//Fixa så den bara gör detta om modellen har en blend map
//vvvvvv
vec4 Blend = texture2D(BlendMap, Input.TextureCoord.st );
vec4 AsphaltTexel = texture2D(AsphaltTexture, Input.TextureCoord.st * texScale);
vec4 GrassTexel = texture2D(GrassTexture, Input.TextureCoord.st * texScale);
vec4 SandTexel = texture2D(SandTexture, Input.TextureCoord.st * texScale);
//Mix the Terrain-textures together
AsphaltTexel *= Blend.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, Blend.g);
vec4 tex = mix(GrassTexel, SandTexel, Blend.b);
//^^^^^^
//Fixa så den bara gör detta om modellen har en blend map
// Diffuse Texture
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord); // * Shadow(Input.ShadowCoord);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
// G-buffer Normal
mat3 TBN = transpose(mat3(Input.Tangent, Input.BiTangent, Input.Normal));
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
//frag_Diffuse = tex;
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord, vec3(frag_Normal));
//G-buffer Specular
frag_specular = texture(SpecularMapTexture, Input.TextureCoord);
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
}
+10 -23
View File
@@ -2,6 +2,7 @@
layout (binding=0) uniform sampler2D PositionTexture;
layout (binding=1) uniform sampler2D NormalsTexture;
layout (binding=2) uniform sampler2D SpecularTexture;
uniform vec2 ViewportSize;
uniform mat4 MVP;
@@ -17,12 +18,14 @@ uniform vec3 CameraPosition;
uniform float ConstantAttenuation;
uniform float LinearAttenuation;
uniform float QuadraticAttenuation;
uniform float LightRadius;
const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
in VertexData
{
vec3 Position;
@@ -31,7 +34,7 @@ in VertexData
out vec4 FragColor;
vec4 phong(vec3 position, vec3 normal)
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
// Diffuse
vec3 lightPos = vec3(V * vec4(lp, 1.0));
@@ -46,32 +49,15 @@ vec4 phong(vec3 position, vec3 normal)
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactor = pow(dotSpecular, specularExponent * 2.0);
vec3 Is = ks * ls * specularFactor;
float specularFactor = pow(dotSpecular, specularExponent);
vec3 Is = specular.r * ls * specularFactor;
//Attenuation
float dist = distance(lightPos, position);
//float attenuation = -log(min(1.0, dist / LightRadius));
float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist));
float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
//float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2));
//float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist)));
//float attenuation = 1.0 / dot(directionToLight, directionToLight);
//float att_s = 5;
//float attenuation = pow(dist, 2) / pow(5.0, 2);
//attenuation = 1.0 / (1.0 + attenuation * att_s);
//att_s = 1.0 / (1.0 + att_s);
//attenuation = attenuation / (1.0 - att_s);
//float radius = 5.0;
//float alpha = dist / radius;
//float dampingFactor = 1.0 - pow(alpha, 3);
return vec4((Id + Is) * attenuation, 1.0);
return vec4((Id) * attenuation, Is.r * attenuation);
}
void main()
@@ -79,7 +65,8 @@ void main()
vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel));
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
//FragColor = NormalTexel;
}
+61
View File
@@ -0,0 +1,61 @@
#version 430
layout (binding=0) uniform sampler2D PositionTexture;
layout (binding=1) uniform sampler2D NormalsTexture;
layout (binding=2) uniform sampler2D SpecularTexture;
uniform vec2 ViewportSize;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec3 CameraPosition;
uniform vec3 directionToSun;
const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 SunDiffuseLight = vec3(0.3, 0.3, 0.3);
const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0);
const vec3 SunPos = directionToSun*vec3(100);
const float specularExponent = 5;
in VertexData
{
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragColor;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
//Diffuse Sunlight
vec3 directionToLight = normalize(vec3(V * vec4(directionToSun, 0.0)));
float dotProdLight = dot(directionToLight, normal);
dotProdLight = max(dotProdLight, 0.0);
vec3 sId = kd * SunDiffuseLight * dotProdLight;
//Specular Sunlight
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactorSun = pow(dotSpecular, specularExponent);
vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
return vec4((sId), sIs.r);
}
void main()
{
vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(normalize(NormalTexel)), vec3(SpecularTexel));
//FragColor = NormalTexel;
}
+21
View File
@@ -0,0 +1,21 @@
#version 430
uniform mat4 MVP;
layout (location = 0) in vec3 Position;
layout (location = 2) in vec2 TextureCoord;
uniform mat4 depthBiasMVP;
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
}
+6 -3
View File
@@ -12,13 +12,15 @@ class World;
class System
{
public:
System(World* world, std::shared_ptr<EventBroker> eventBroker)
System(World* world, std::shared_ptr<EventBroker> eventBroker, std::shared_ptr<ResourceManager> resourceManager)
: m_World(world)
, EventBroker(eventBroker) { }
, EventBroker(eventBroker)
, ResourceManager(resourceManager)
{ }
virtual ~System() { }
virtual void RegisterComponents(ComponentFactory* cf) { }
virtual void RegisterResourceTypes(ResourceManager* rm) { }
virtual void RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm) { }
virtual void Initialize() { }
@@ -38,6 +40,7 @@ public:
protected:
World* m_World;
std::shared_ptr<EventBroker> EventBroker;
std::shared_ptr<ResourceManager> ResourceManager;
};
class SystemFactory : public Factory<System*> { };
+2 -2
View File
@@ -16,7 +16,7 @@ void Systems::DamageSystem::Initialize()
bool Systems::DamageSystem::OnDamage( const Events::Damage &event )
{
auto health = m_World->GetComponent<Components::Health>(event.Entity);
health->health -= event.damage;
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->health);
health->Amount -= event.Amount;
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->Amount);
return true;
}
+2 -2
View File
@@ -12,8 +12,8 @@ namespace Systems
{
public:
DamageSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
DamageSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager) { }
void Initialize() override;
+3 -2
View File
@@ -12,8 +12,9 @@ namespace Systems
class DebugSystem : public System
{
public:
DebugSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
DebugSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void Initialize() override;
+3 -3
View File
@@ -40,6 +40,7 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
glm::quat mouseOrientationPitch = glm::quat(m_InputController->MouseOrientation * glm::vec3(1, 0, 0));
glm::quat mouseOrientationYaw = glm::quat(m_InputController->MouseOrientation * glm::vec3(0, 1, 0));
m_InputController->MouseOrientation = glm::vec3(0);
glm::vec3 controllerOrientationEuler = m_InputController->ControllerOrientation * (float)dt;
glm::quat controllerOrientationPitch = glm::quat(controllerOrientationEuler * glm::vec3(1, 0, 0));
@@ -53,8 +54,6 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
m_InputController->MouseOrientation = glm::vec3(0);
}
bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const Events::InputCommand &event)
@@ -80,7 +79,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const E
}
// Mouse click
else if (event.Command == "cam_attack")
else if (event.Command == "cam_lock")
{
OrientationActive = event.Value > 0;
@@ -113,6 +112,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnMouseMove(const
if (OrientationActive)
{
MouseOrientation = -glm::vec3(event.DeltaY / 300.f, event.DeltaX / 300.f, 0.f);
LOG_DEBUG("Mouse DX: %f", event.DeltaX);
}
return true;
+3 -2
View File
@@ -12,8 +12,9 @@ namespace Systems
class FreeSteeringSystem : public System
{
public:
FreeSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
FreeSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
+3 -2
View File
@@ -11,8 +11,9 @@ namespace Systems
class HelicopterSteeringSystem : public System
{
public:
HelicopterSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
HelicopterSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
+3 -2
View File
@@ -25,8 +25,9 @@ namespace Systems
class InputSystem : public System
{
public:
InputSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
InputSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
+3 -2
View File
@@ -27,8 +27,9 @@ namespace Systems
class ParticleSystem : public System
{
public:
ParticleSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
ParticleSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void Update(double dt) override;
+1 -1
View File
@@ -614,7 +614,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
{
std::vector<hkReal>* vertices = new std::vector<hkReal>;
std::vector<hkUint16>* vertexIndices = new std::vector<hkUint16>;
auto meshShape = m_World->GetResourceManager()->Load<OBJ>("OBJ", meshShapeComponent->ResourceName);
auto meshShape = ResourceManager->Load<OBJ>("OBJ", meshShapeComponent->ResourceName);
for (auto &vertex : meshShape->Vertices)
{
+2 -2
View File
@@ -147,8 +147,8 @@ public:
};
friend class PhantomCallbackShape;
PhysicsSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
PhysicsSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager) { }
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
+81 -84
View File
@@ -2,11 +2,9 @@
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
void Systems::RenderSystem::RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm)
{
rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
rm->RegisterType("Shader", [](std::string resourceName) { return new ShaderProgram(resourceName); });
}
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
@@ -21,100 +19,99 @@ void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
void Systems::RenderSystem::OnEntityCommit(EntityID entity)
{
auto transform = m_World->GetComponent<Components::Transform>(entity);
//auto transform = m_World->GetComponent<Components::Transform>(entity);
auto camera = m_World->GetComponent<Components::Camera>(entity);
if (transform && camera)
{
m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
}
//auto camera = m_World->GetComponent<Components::Camera>(entity);
//if (transform && camera)
//{
// m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
// m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
//}
auto viewport = m_World->GetComponent<Components::Viewport>(entity);
if (viewport)
{
m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
if (viewport->Camera != 0)
{
m_Renderer->UpdateViewport(entity, viewport->Camera);
}
}
//auto viewport = m_World->GetComponent<Components::Viewport>(entity);
//if (viewport)
//{
// m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
// if (viewport->Camera != 0)
// {
// m_Renderer->UpdateViewport(entity, viewport->Camera);
// }
//}
}
void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if (templateComponent)
return;
//auto templateComponent = m_World->GetComponent<Components::Template>(entity);
//if (templateComponent)
// return;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
//auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
// Draw models
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (transformComponent && modelComponent)
{
auto model = m_World->GetResourceManager()->Load<Model>("Model", modelComponent->ModelFile);
if (model)
{
/*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
glm::vec3 scale = m_TransformSystem->AbsoluteScale(entity);*/
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
m_Renderer->AddModelToDraw(model, absoluteTransform.Position, absoluteTransform.Orientation, absoluteTransform.Scale, modelComponent->Visible, modelComponent->ShadowCaster);
}
}
//// Draw models
//auto modelComponent = m_World->GetComponent<Components::Model>(entity);
//if (transformComponent && modelComponent)
//{
// auto model = m_World->ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
// if (model)
// {
// /*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
// glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
// glm::vec3 scale = m_TransformSystem->AbsoluteScale(entity);*/
// Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
// m_Renderer->AddModelToDraw(model, absoluteTransform.Position, absoluteTransform.Orientation, absoluteTransform.Scale, modelComponent->Visible, modelComponent->ShadowCaster);
// }
//}
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (transformComponent && pointLightComponent)
{
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
m_Renderer->AddPointLightToDraw(
position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->specularExponent,
pointLightComponent->ConstantAttenuation,
pointLightComponent->LinearAttenuation,
pointLightComponent->QuadraticAttenuation
);
}
//auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
//if (transformComponent && pointLightComponent)
//{
// glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
// m_Renderer->AddPointLightToDraw(
// position,
// pointLightComponent->Specular,
// pointLightComponent->Diffuse,
// pointLightComponent->specularExponent,
// pointLightComponent->ConstantAttenuation,
// pointLightComponent->LinearAttenuation,
// pointLightComponent->QuadraticAttenuation
// );
//}
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
if (transformComponent && cameraComponent)
{
m_Renderer->UpdateCamera(entity
, m_TransformSystem->AbsolutePosition(entity)
, m_TransformSystem->AbsoluteOrientation(entity)
, cameraComponent->FOV
, cameraComponent->NearClip
, cameraComponent->FarClip);
}
//auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
//if (transformComponent && cameraComponent)
//{
// m_Renderer->UpdateCamera(entity
// , m_TransformSystem->AbsolutePosition(entity)
// , m_TransformSystem->AbsoluteOrientation(entity)
// , cameraComponent->FOV
// , cameraComponent->NearClip
// , cameraComponent->FarClip);
//}
auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
if (viewportComponent)
{
if (viewportComponent->Camera != 0)
{
m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
}
}
//auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
//if (viewportComponent)
//{
// if (viewportComponent->Camera != 0)
// {
// m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
// }
//}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (transformComponent && spriteComponent)
{
//TEMP
Texture* texture = m_World->GetResourceManager()->Load<Texture>("Texture", spriteComponent->SpriteFile);
//glBindTexture(GL_TEXTURE_2D, texture);
auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
}
//auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
//if (transformComponent && spriteComponent)
//{
// //TEMP
// Texture* texture = m_World->ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
// //glBindTexture(GL_TEXTURE_2D, texture);
// auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
// glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
// m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
//}
}
void Systems::RenderSystem::Initialize()
{
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
}
//m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
//m_Renderer->SetSphereModel(m_World->ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
}
+11 -9
View File
@@ -5,6 +5,7 @@
#include "System.h"
#include "Systems/TransformSystem.h"
#include "ShaderProgram.h"
#include "Model.h"
#include "Texture.h"
#include "Components/Transform.h"
@@ -14,10 +15,11 @@
#include "Components/PointLight.h"
#include "Components/DirectionalLight.h"
#include "Components/Viewport.h"
#include "Components/Template.h"
#include "Components/Transform.h"
#include "Renderer.h"
#include "RenderQueue.h"
#include "Events/SetViewportCamera.h"
namespace Systems
{
@@ -25,12 +27,12 @@ namespace Systems
class RenderSystem : public System
{
public:
RenderSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<Renderer> renderer)
: System(world, eventBroker)
, m_Renderer(renderer) { }
RenderSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void RegisterResourceTypes(ResourceManager* rm) override;
void RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm) override;
void Initialize() override;
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
@@ -38,12 +40,12 @@ public:
void OnEntityCommit(EntityID entity) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
std::shared_ptr<Renderer> m_Renderer;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix);
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix);
};
+4 -4
View File
@@ -32,7 +32,7 @@ void Systems::SoundSystem::RegisterComponents(ComponentFactory* cf)
cf->Register<Components::SoundEmitter>([]() { return new Components::SoundEmitter(); });
}
void Systems::SoundSystem::RegisterResourceTypes(ResourceManager* rm)
void Systems::SoundSystem::RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm)
{
rm->RegisterType("Sound", [](std::string resourceName) { return new Sound(resourceName); });
}
@@ -94,7 +94,7 @@ void Systems::SoundSystem::PlaySound(Components::SoundEmitter* emitter, std::str
if (m_Sources.find(emitter) == m_Sources.end())
return;
ALuint buffer = *m_World->GetResourceManager()->Load<Sound>("Sound", fileName);
ALuint buffer = *ResourceManager->Load<Sound>("Sound", fileName);
if (buffer == 0)
return;
ALuint source = m_Sources[emitter];
@@ -104,7 +104,7 @@ void Systems::SoundSystem::PlaySound(Components::SoundEmitter* emitter, std::str
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter)
{
ALuint buffer = *m_World->GetResourceManager()->Load<Sound>("Sound", emitter->Path);
ALuint buffer = *ResourceManager->Load<Sound>("Sound", emitter->Path);
ALuint source = m_Sources[emitter.get()];
alSourcei(source, AL_BUFFER, buffer);
alSourcePlay(m_Sources[emitter.get()]);
@@ -151,7 +151,7 @@ bool Systems::SoundSystem::OnPlaySound(const Events::PlaySound &event)
{
LOG_DEBUG("Events::PlaySound.Resource = %s", event.Resource.c_str());
ALuint buffer = *m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
ALuint buffer = *ResourceManager->Load<Sound>("Sound", event.Resource);
ALuint source = m_Sources.begin()->second;
alSourcei(source, AL_BUFFER, buffer);
alSourcePlay(source);
+4 -3
View File
@@ -16,11 +16,12 @@ namespace Systems
class SoundSystem : public System
{
public:
SoundSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
SoundSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void RegisterResourceTypes(ResourceManager* rm) override;
void RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm) override;
void Initialize() override;
void Update(double dt) override;
+1 -1
View File
@@ -150,7 +150,7 @@ bool Systems::TankSteeringSystem::OnCollision( const Events::Collision &e )
{
Events::Damage d;
d.Entity = physicsEntity;
d.damage = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
d.Amount = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
EventBroker->Publish(d);
}
+3 -2
View File
@@ -37,8 +37,9 @@ namespace Systems
class TankSteeringSystem : public System
{
public:
TankSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
TankSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
+2 -2
View File
@@ -13,8 +13,8 @@ namespace Systems
{
public:
TimerSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
TimerSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager) { }
void RegisterComponents(ComponentFactory* cf) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
+3 -2
View File
@@ -10,8 +10,9 @@ namespace Systems
class TransformSystem : public System
{
public:
TransformSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
TransformSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
//void Update(double dt) override;
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
+2 -2
View File
@@ -22,8 +22,8 @@ namespace Systems
{
public:
TriggerSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
: System(world, eventBroker) { }
TriggerSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager) { }
void Initialize() override;
void RegisterComponents(ComponentFactory* cf) override;
+9 -9
View File
@@ -19,24 +19,24 @@ struct Rectangle
int Width;
int Height;
const int& GetLeft() const { return X; }
virtual int Left() const { return X; }
void SetLeft(int left)
{
Width += X - left;
X = left;
}
int GetRight() const { return X + Width; }
virtual int Right() const { return X + Width; }
void SetRight(int right)
{
Width = right - X;
}
const int& GetTop() const { return Y; }
virtual int Top() const { return Y; }
void SetTop(int top)
{
Height += Y - top;
Y = top;
}
int GetBottom() const { return Y + Height; }
virtual int Bottom() const { return Y + Height; }
int SetBottom(int bottom)
{
Height = bottom - Y;
@@ -44,15 +44,15 @@ struct Rectangle
Rectangle& operator+=(const Rectangle &rhs)
{
SetLeft(std::min(GetLeft(), rhs.GetLeft()));
SetRight(std::max(GetRight(), rhs.GetRight()));
SetTop(std::min(GetTop(), rhs.GetTop()));
SetBottom(std::max(GetBottom(), rhs.GetBottom()));
SetLeft(std::min(Left(), rhs.Left()));
SetRight(std::max(Right(), rhs.Right()));
SetTop(std::min(Top(), rhs.Top()));
SetBottom(std::max(Bottom(), rhs.Bottom()));
}
static bool Intersects(const Rectangle &r1, const Rectangle &r2)
{
return !(r2.GetLeft() > r1.GetRight() || r2.GetRight() < r1.GetLeft() || r2.GetTop() > r1.GetBottom() || r2.GetBottom() < r1.GetTop());
return !(r2.Left() > r1.Right() || r2.Right() < r1.Left() || r2.Top() > r1.Bottom() || r2.Bottom() < r1.Top());
}
};
+2 -2
View File
@@ -38,7 +38,7 @@ void World::Update(double dt)
{
const std::string &type = pair.first;
auto system = pair.second;
m_EventBroker->Process(type);
EventBroker->Process(type);
system->Update(dt);
RecursiveUpdate(system, dt, 0);
}
@@ -136,7 +136,7 @@ void World::Initialize()
{
auto system = pair.second;
system->RegisterComponents(&m_ComponentFactory);
system->RegisterResourceTypes(&m_ResourceManager);
system->RegisterResourceTypes(ResourceManager);
system->Initialize();
}
}
+6 -7
View File
@@ -22,8 +22,9 @@
class World
{
public:
World(std::shared_ptr<::EventBroker> eventBroker)
: m_EventBroker(eventBroker)
World(std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: EventBroker(eventBroker)
, ResourceManager(resourceManager)
, m_LastEntityID(0) { }
~World() { }
@@ -95,14 +96,12 @@ public:
std::unordered_map<EntityID, EntityID>* GetEntities() { return &m_EntityParents; }
ResourceManager* GetResourceManager() { return &m_ResourceManager; }
std::shared_ptr<::EventBroker> EventBroker() { return m_EventBroker; }
protected:
std::shared_ptr<::EventBroker> m_EventBroker;
std::shared_ptr<::EventBroker> EventBroker;
std::shared_ptr<::ResourceManager> ResourceManager;
SystemFactory m_SystemFactory;
ComponentFactory m_ComponentFactory;
ResourceManager m_ResourceManager;
std::unordered_map<std::string, std::shared_ptr<System>> m_Systems;
+1
View File
@@ -4,6 +4,7 @@
int main(int argc, char* argv[])
{
Engine engine(argc, argv);
LOG_INFO("------------ Engine initialized ------------");
while (engine.Running())
engine.Tick();
+3 -1
View File
@@ -1,6 +1,8 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
# Visual Studio 2013
VisualStudioVersion = 12.0.21005.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Returngeance", "Returngeance\Returngeance.vcxproj", "{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}"
EndProject
Project("{F088123C-0E9E-452A-89E6-6BA2F21D5CAC}") = "ModelingProject1", "ModelingProject1\ModelingProject1.modelproj", "{B35F204C-3377-457E-AC9E-D9606F421191}"
+10
View File
@@ -187,12 +187,18 @@
<ClInclude Include="..\..\src\Events\MouseRelease.h" />
<ClInclude Include="..\..\src\Events\PlaySound.h" />
<ClInclude Include="..\..\src\Events\SetVelocity.h" />
<ClInclude Include="..\..\src\Events\SetViewportCamera.h" />
<ClInclude Include="..\..\src\Events\TankSteer.h" />
<ClInclude Include="..\..\src\Events\EnterTrigger.h" />
<ClInclude Include="..\..\src\Factory.h" />
<ClInclude Include="..\..\src\GameWorld.h" />
<ClInclude Include="..\..\src\GUI\Frame.h" />
<ClInclude Include="..\..\src\EventBroker.h" />
<ClInclude Include="..\..\src\GUI\GameFrame.h" />
<ClInclude Include="..\..\src\GUI\HealthOverlay.h" />
<ClInclude Include="..\..\src\GUI\PlayerHUD.h" />
<ClInclude Include="..\..\src\GUI\WorldFrame.h" />
<ClInclude Include="..\..\src\GUI\TextureFrame.h" />
<ClInclude Include="..\..\src\GUI\Viewport.h" />
<ClInclude Include="..\..\src\InputController.h" />
<ClInclude Include="..\..\src\InputManager.h" />
@@ -231,6 +237,8 @@
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
<None Include="..\..\src\Shaders\FinalPass.frag.glsl" />
<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl" />
<None Include="..\..\src\Shaders\ForwardRendering.vert.glsl" />
<None Include="..\..\src\Shaders\Fragment.glsl" />
<None Include="..\..\src\Shaders\Fragment2-Debug.glsl" />
<None Include="..\..\src\Shaders\Fragment2.glsl" />
@@ -240,6 +248,8 @@
<None Include="..\..\src\Shaders\ShadowMap.vert.glsl" />
<None Include="..\..\src\Shaders\Skybox.frag.glsl" />
<None Include="..\..\src\Shaders\Skybox.vert.glsl" />
<None Include="..\..\src\Shaders\SunPass.frag.glsl" />
<None Include="..\..\src\Shaders\SunPass.vert.glsl" />
<None Include="..\..\src\Shaders\Vertex.glsl" />
<None Include="..\..\src\Shaders\Vertex2.glsl" />
<None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl" />
@@ -170,6 +170,9 @@
<Filter Include="Gameplay\Systems">
<UniqueIdentifier>{3c2ea0e5-41a1-4b11-a891-1d59ead7223c}</UniqueIdentifier>
</Filter>
<Filter Include="Rendering\Events">
<UniqueIdentifier>{a025d51e-594d-4844-983b-f683726bf1bf}</UniqueIdentifier>
</Filter>
<Filter Include="Gameplay\Events">
<UniqueIdentifier>{9702064a-02a2-4b3c-a2ab-47c23a9cf49c}</UniqueIdentifier>
</Filter>
@@ -391,6 +394,9 @@
<ClInclude Include="..\..\src\Components\Viewport.h">
<Filter>Physics\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Health.h">
<Filter>Physics\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\LockMouse.h">
<Filter>Input\Events</Filter>
</ClInclude>
@@ -454,6 +460,24 @@
<ClInclude Include="..\..\src\Components\Flag.h">
<Filter>Gameplay\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\TextureFrame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\WorldFrame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\SetViewportCamera.h">
<Filter>Rendering\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\GameFrame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\HealthOverlay.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\GUI\PlayerHUD.h">
<Filter>GUI</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\Shaders\Fragment2.glsl">
@@ -504,5 +528,17 @@
<None Include="..\..\src\Shaders\FinalPass.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\ForwardRendering.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\SunPass.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\SunPass.vert.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
</Project>
+89
View File
@@ -0,0 +1,89 @@
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<VSPerformanceSession Version="1.00">
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<Solution>Returngeance.sln</Solution>
<CollectionMethod>Sampling</CollectionMethod>
<AllocationMethod>None</AllocationMethod>
<AddReport>true</AddReport>
<ResourceBasedAnalysisSelected>true</ResourceBasedAnalysisSelected>
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<PdhCounter>\PhysicalDisk(_Total)\Avg. Disk Queue Length</PdhCounter>
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<PostinstrumentEvent>
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<ArgumentTimestamp>01/01/0001 00:00:00</ArgumentTimestamp>
<Instrument>true</Instrument>
<Sample>true</Sample>
<ExternalWebsite>false</ExternalWebsite>
<InteractionProfilingEnabled>false</InteractionProfilingEnabled>
<IsLocalJavascript>false</IsLocalJavascript>
<IsWindowsStoreApp>false</IsWindowsStoreApp>
<IsWWA>false</IsWWA>
<LaunchProject>true</LaunchProject>
<OverrideProjectSettings>false</OverrideProjectSettings>
<LaunchMethod>Executable</LaunchMethod>
<ExecutablePath>bin\Debug\Returngeance.exe</ExecutablePath>
<StartupDirectory>..\bin\Debug</StartupDirectory>
<Arguments>
</Arguments>
<NetAppHost>IIS</NetAppHost>
<NetBrowser>InternetExplorer</NetBrowser>
<ExcludeSmallFuncs>true</ExcludeSmallFuncs>
<JScriptProfilingEnabled>false</JScriptProfilingEnabled>
<PreinstrumentEvent>
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<Report>
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</Report>
<Report>
<Path>Returngeance140519(1).vsp</Path>
</Report>
<Report>
<Path>Returngeance140519(2).vsp</Path>
</Report>
<Report>
<Path>Returngeance140519(3).vsp</Path>
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</VSPerformanceSession>
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