Transparent objects working.

This commit is contained in:
Tleety
2014-05-29 23:59:36 +02:00
parent eb37cc2296
commit cc84f04542
15 changed files with 244 additions and 81 deletions
+1 -1
Submodule assets updated: 066c47ecd7...20edf7934a
+2 -1
View File
@@ -11,11 +11,12 @@ namespace Components
struct Model : Component
{
Model() : Visible(true), ShadowCaster(true) { }
Model() : Visible(true), ShadowCaster(true), Transparent(false) { }
std::string ModelFile;
Color Color;
bool Visible;
bool ShadowCaster;
bool Transparent;
virtual Model* Clone() const override { return new Model(*this); }
};
+1 -1
View File
@@ -40,7 +40,7 @@ public:
, m_Layer(0)
{ SetParent(std::shared_ptr<Frame>(parent)); }
::RenderQueue RenderQueue;
::RenderQueuePair RenderQueue;
std::shared_ptr<Frame> Parent() const { return m_Parent; }
void SetParent(std::shared_ptr<Frame> parent)
+1 -1
View File
@@ -26,7 +26,7 @@ public:
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = m_Color;
RenderQueue.Add(job);
RenderQueue.Forward.Add(job);
renderer->SetCamera(nullptr);
renderer->DrawFrame(RenderQueue);
+14 -6
View File
@@ -69,7 +69,8 @@ public:
}
else
{
EnqueueModel(modelAsset, modelMatrix);
float transparent = modelComponent->Transparent;
EnqueueModel(modelAsset, modelMatrix, transparent);
}
}
@@ -131,7 +132,7 @@ private:
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix)
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent)
{
for (auto texGroup : model->TextureGroups)
{
@@ -144,8 +145,15 @@ private:
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
job.Transparent = transparent;
if(job.Transparent)
{
RenderQueue.Forward.Add(job);
}
else
{
RenderQueue.Deferred.Add(job);
}
}
}
@@ -167,7 +175,7 @@ private:
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
RenderQueue.Deferred.Add(job);
}
}
@@ -178,7 +186,7 @@ private:
job.Texture = *texture;
job.ModelMatrix = modelMatrix;
RenderQueue.Add(job);
RenderQueue.Forward.Add(job);
}
};
+12 -2
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@@ -98,7 +98,6 @@ void GameWorld::Initialize()
// CommitEntity(ground);
//}
{
auto ground_middle = CreateEntity();
auto transform = AddComponent<Components::Transform>(ground_middle);
@@ -109,7 +108,7 @@ void GameWorld::Initialize()
auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
blendmap->TextureRed = "Textures/Ground/Sand.png";
blendmap->TextureGreen = "Textures/Ground/Grass.png";
blendmap->TextureBlue = "Textures/Ground/Asphalt.png";
blendmap->TextureBlue = "Textures/Ground/Rock.png";
blendmap->TextureRepeats = 30.f;
auto physics = AddComponent<Components::Physics>(ground_middle);
@@ -239,6 +238,17 @@ void GameWorld::Initialize()
CommitEntity(ground_base_mirrored);
}
{
auto tree = CreateEntity();
auto transform = AddComponent<Components::Transform>(tree);
transform->Position = glm::vec3(0, -15, 0);
auto model = AddComponent<Components::Model>(tree);
model->ModelFile = "Models/Tree/leafs/Leafs.obj";
model->Transparent = true;
CommitEntity(tree);
}
EntityID tank1 = CreateTank(1);
{
auto transform = GetComponent<Components::Transform>(tank1);
+13
View File
@@ -38,6 +38,7 @@ struct ModelJob : RenderJob
unsigned int StartIndex;
unsigned int EndIndex;
glm::mat4 ModelMatrix;
float Transparent;
void CalculateHash() override
{
@@ -98,4 +99,16 @@ private:
std::forward_list<std::shared_ptr<RenderJob>> m_Jobs;
};
struct RenderQueuePair
{
RenderQueue Deferred;
RenderQueue Forward;
void Clear()
{
Deferred.Clear();
Forward.Clear();
}
};
#endif // RenderQueue_h__
+144 -60
View File
@@ -74,10 +74,6 @@ void Renderer::Initialize()
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();
}
@@ -108,6 +104,11 @@ void Renderer::LoadContent()
m_ShaderProgramDebugAABB.Compile();
m_ShaderProgramDebugAABB.Link();*/
m_FinalForwardPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalForwardPass.vert.glsl")));
m_FinalForwardPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalForwardPass.frag.glsl")));
m_FinalForwardPassProgram.Compile();
m_FinalForwardPassProgram.Link();
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BlendMap.vert.glsl")));
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
m_BlendMapProgram.Compile();
@@ -126,6 +127,7 @@ void Renderer::LoadContent()
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();
glBindFragDataLocation(m_ForwardRendering.GetHandle(), 0, "frag_Diffuse");
m_ForwardRendering.Link();
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
@@ -261,7 +263,7 @@ void Renderer::Draw(double dt)
glfwSwapBuffers(m_Window);
}
void Renderer::DrawFrame(RenderQueue &rq)
void Renderer::DrawFrame(RenderQueuePair &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
@@ -305,7 +307,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
// }
//}
for (auto &job : rq)
for (auto &job : rq.Forward)
{
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//if (modelJob)
@@ -358,11 +360,16 @@ void Renderer::DrawFrame(RenderQueue &rq)
}
}
void Renderer::DrawWorld(RenderQueue &rq)
void Renderer::DrawWorld(RenderQueuePair &rq)
{
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_SCISSOR_TEST);
DrawShadowMap(rq);
//DrawShadowMap(rq.Deferred);
/*
Base pass
@@ -385,12 +392,14 @@ void Renderer::DrawWorld(RenderQueue &rq)
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
DrawFBOScene(rq);
DrawFBOScene(rq.Deferred);
/*
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
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);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
@@ -406,7 +415,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
DrawLightScene(rq);
DrawLightScene(rq.Deferred);
DrawSunLightScene();
/*
@@ -415,7 +424,9 @@ void Renderer::DrawWorld(RenderQueue &rq)
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);
//glScissor(0, 0, m_Width, m_Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glClear(GL_DEPTH_BUFFER_BIT);
m_FinalPassProgram.Bind();
@@ -433,6 +444,126 @@ void Renderer::DrawWorld(RenderQueue &rq)
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
/*
Transparency
*/
ForwardRendering(rq.Forward);
}
void Renderer::ForwardRendering(RenderQueue &rq)
{
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);
// Clear G-buffer
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, attachments);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_ForwardRendering.Bind();
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto &job : rq)
{
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
glm::mat4 modelMatrix = modelJob->ModelMatrix;
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(cameraProjection));
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;
}
}
//glDepthMask (GL_TRUE);
//glDisable (GL_BLEND);
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_FinalForwardPassProgram.Bind();
//ShaderProgramHandle = m_FinalForwardPassProgram.GetHandle();
// Ambient light
//glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
//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::Swap()
@@ -855,9 +986,6 @@ void Renderer::FrameBufferTextures()
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
//exit(1);
}
}
void Renderer::DrawFBO()
@@ -943,9 +1071,8 @@ void Renderer::DrawFBO()
//}
}
void Renderer::DrawFBO2()
void Renderer::DrawFBO2(RenderQueue &rq)
{
ForwardRendering();
}
void Renderer::DrawFBOScene(RenderQueue &rq)
@@ -1137,7 +1264,7 @@ void Renderer::DrawSunLightScene()
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
@@ -1216,49 +1343,6 @@ 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::ForwardRendering()
{
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, nearClip, farClip);
+5 -4
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@@ -53,8 +53,8 @@ public:
m_Camera = camera;
}
void DrawFrame(RenderQueue &rq);
void DrawWorld(RenderQueue &rq);
void DrawFrame(RenderQueuePair &rq);
void DrawWorld(RenderQueuePair &rq);
void Swap();
#pragma endregion
@@ -174,6 +174,7 @@ private:
ShaderProgram m_SunPassProgram;
ShaderProgram m_ForwardRendering;
ShaderProgram m_BlendMapProgram;
ShaderProgram m_FinalForwardPassProgram;
ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
@@ -190,7 +191,7 @@ private:
void CreateShadowMap(int resolution);
void FrameBufferTextures();
void DrawFBO();
void DrawFBO2();
void DrawFBO2(RenderQueue &rq);
void DrawFBOScene(RenderQueue &rq);
void DrawLightScene(RenderQueue &rq);
void DrawSunLightScene();
@@ -198,7 +199,7 @@ private:
glm::mat4 CreateLightMatrix(Light &_light);
void UpdateSunProjection();
void CreateNormalMapTangent();
void ForwardRendering();
void ForwardRendering(RenderQueue &rq);
GLuint CreateQuad();
+25
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@@ -0,0 +1,25 @@
#version 430
//uniform vec3 La;
layout (binding=0) uniform sampler2D DiffuseTexture;
in VertexData
{
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
void main()
{
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
//vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel;
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+16
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@@ -0,0 +1,16 @@
#version 430
layout(location = 0) in vec3 Position;
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = (vec2(Position) + 1) / 2;
}
-3
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@@ -5,7 +5,6 @@ uniform float Gamma;
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D LightingTexture;
layout (binding=2) uniform sampler2D ShadowTexture;
in VertexData
{
@@ -19,12 +18,10 @@ void main()
{
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
//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);
}
+2 -2
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@@ -10,11 +10,11 @@ in VertexData {
vec2 TextureCoord;
} Input;
out vec4 fragmentColor;
out vec4 frag_Diffuse;
void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
fragmentColor = texel * Color;
frag_Diffuse = texel;
}
+2
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@@ -238,6 +238,8 @@
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
<None Include="..\..\src\Shaders\BlendMap.frag.glsl" />
<None Include="..\..\src\Shaders\BlendMap.vert.glsl" />
<None Include="..\..\src\Shaders\FinalForwardPass.frag.glsl" />
<None Include="..\..\src\Shaders\FinalForwardPass.vert.glsl" />
<None Include="..\..\src\Shaders\FinalPass.frag.glsl" />
<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl" />
@@ -549,5 +549,11 @@
<None Include="..\..\src\Shaders\BlendMap.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\FinalForwardPass.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\FinalForwardPass.vert.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
</Project>