Transparent objects working.
This commit is contained in:
+1
-1
Submodule assets updated: 066c47ecd7...20edf7934a
@@ -11,11 +11,12 @@ namespace Components
|
|||||||
|
|
||||||
struct Model : Component
|
struct Model : Component
|
||||||
{
|
{
|
||||||
Model() : Visible(true), ShadowCaster(true) { }
|
Model() : Visible(true), ShadowCaster(true), Transparent(false) { }
|
||||||
std::string ModelFile;
|
std::string ModelFile;
|
||||||
Color Color;
|
Color Color;
|
||||||
bool Visible;
|
bool Visible;
|
||||||
bool ShadowCaster;
|
bool ShadowCaster;
|
||||||
|
bool Transparent;
|
||||||
|
|
||||||
virtual Model* Clone() const override { return new Model(*this); }
|
virtual Model* Clone() const override { return new Model(*this); }
|
||||||
};
|
};
|
||||||
|
|||||||
+1
-1
@@ -40,7 +40,7 @@ public:
|
|||||||
, m_Layer(0)
|
, m_Layer(0)
|
||||||
{ SetParent(std::shared_ptr<Frame>(parent)); }
|
{ SetParent(std::shared_ptr<Frame>(parent)); }
|
||||||
|
|
||||||
::RenderQueue RenderQueue;
|
::RenderQueuePair RenderQueue;
|
||||||
|
|
||||||
std::shared_ptr<Frame> Parent() const { return m_Parent; }
|
std::shared_ptr<Frame> Parent() const { return m_Parent; }
|
||||||
void SetParent(std::shared_ptr<Frame> parent)
|
void SetParent(std::shared_ptr<Frame> parent)
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ public:
|
|||||||
job.TextureID = m_Texture->ResourceID;
|
job.TextureID = m_Texture->ResourceID;
|
||||||
job.Texture = *m_Texture;
|
job.Texture = *m_Texture;
|
||||||
job.Color = m_Color;
|
job.Color = m_Color;
|
||||||
RenderQueue.Add(job);
|
RenderQueue.Forward.Add(job);
|
||||||
|
|
||||||
renderer->SetCamera(nullptr);
|
renderer->SetCamera(nullptr);
|
||||||
renderer->DrawFrame(RenderQueue);
|
renderer->DrawFrame(RenderQueue);
|
||||||
|
|||||||
+14
-6
@@ -69,7 +69,8 @@ public:
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
EnqueueModel(modelAsset, modelMatrix);
|
float transparent = modelComponent->Transparent;
|
||||||
|
EnqueueModel(modelAsset, modelMatrix, transparent);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -131,7 +132,7 @@ private:
|
|||||||
|
|
||||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
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)
|
for (auto texGroup : model->TextureGroups)
|
||||||
{
|
{
|
||||||
@@ -144,8 +145,15 @@ private:
|
|||||||
job.StartIndex = texGroup.StartIndex;
|
job.StartIndex = texGroup.StartIndex;
|
||||||
job.EndIndex = texGroup.EndIndex;
|
job.EndIndex = texGroup.EndIndex;
|
||||||
job.ModelMatrix = modelMatrix;
|
job.ModelMatrix = modelMatrix;
|
||||||
|
job.Transparent = transparent;
|
||||||
RenderQueue.Add(job);
|
if(job.Transparent)
|
||||||
|
{
|
||||||
|
RenderQueue.Forward.Add(job);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
RenderQueue.Deferred.Add(job);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -167,7 +175,7 @@ private:
|
|||||||
job.EndIndex = texGroup.EndIndex;
|
job.EndIndex = texGroup.EndIndex;
|
||||||
job.ModelMatrix = modelMatrix;
|
job.ModelMatrix = modelMatrix;
|
||||||
|
|
||||||
RenderQueue.Add(job);
|
RenderQueue.Deferred.Add(job);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -178,7 +186,7 @@ private:
|
|||||||
job.Texture = *texture;
|
job.Texture = *texture;
|
||||||
job.ModelMatrix = modelMatrix;
|
job.ModelMatrix = modelMatrix;
|
||||||
|
|
||||||
RenderQueue.Add(job);
|
RenderQueue.Forward.Add(job);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
+12
-2
@@ -98,7 +98,6 @@ void GameWorld::Initialize()
|
|||||||
// CommitEntity(ground);
|
// CommitEntity(ground);
|
||||||
//}
|
//}
|
||||||
|
|
||||||
|
|
||||||
{
|
{
|
||||||
auto ground_middle = CreateEntity();
|
auto ground_middle = CreateEntity();
|
||||||
auto transform = AddComponent<Components::Transform>(ground_middle);
|
auto transform = AddComponent<Components::Transform>(ground_middle);
|
||||||
@@ -109,7 +108,7 @@ void GameWorld::Initialize()
|
|||||||
auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
|
auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
|
||||||
blendmap->TextureRed = "Textures/Ground/Sand.png";
|
blendmap->TextureRed = "Textures/Ground/Sand.png";
|
||||||
blendmap->TextureGreen = "Textures/Ground/Grass.png";
|
blendmap->TextureGreen = "Textures/Ground/Grass.png";
|
||||||
blendmap->TextureBlue = "Textures/Ground/Asphalt.png";
|
blendmap->TextureBlue = "Textures/Ground/Rock.png";
|
||||||
blendmap->TextureRepeats = 30.f;
|
blendmap->TextureRepeats = 30.f;
|
||||||
|
|
||||||
auto physics = AddComponent<Components::Physics>(ground_middle);
|
auto physics = AddComponent<Components::Physics>(ground_middle);
|
||||||
@@ -239,6 +238,17 @@ void GameWorld::Initialize()
|
|||||||
CommitEntity(ground_base_mirrored);
|
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);
|
EntityID tank1 = CreateTank(1);
|
||||||
{
|
{
|
||||||
auto transform = GetComponent<Components::Transform>(tank1);
|
auto transform = GetComponent<Components::Transform>(tank1);
|
||||||
|
|||||||
@@ -38,6 +38,7 @@ struct ModelJob : RenderJob
|
|||||||
unsigned int StartIndex;
|
unsigned int StartIndex;
|
||||||
unsigned int EndIndex;
|
unsigned int EndIndex;
|
||||||
glm::mat4 ModelMatrix;
|
glm::mat4 ModelMatrix;
|
||||||
|
float Transparent;
|
||||||
|
|
||||||
void CalculateHash() override
|
void CalculateHash() override
|
||||||
{
|
{
|
||||||
@@ -98,4 +99,16 @@ private:
|
|||||||
std::forward_list<std::shared_ptr<RenderJob>> m_Jobs;
|
std::forward_list<std::shared_ptr<RenderJob>> m_Jobs;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct RenderQueuePair
|
||||||
|
{
|
||||||
|
RenderQueue Deferred;
|
||||||
|
RenderQueue Forward;
|
||||||
|
|
||||||
|
void Clear()
|
||||||
|
{
|
||||||
|
Deferred.Clear();
|
||||||
|
Forward.Clear();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
#endif // RenderQueue_h__
|
#endif // RenderQueue_h__
|
||||||
|
|||||||
+144
-60
@@ -74,10 +74,6 @@ void Renderer::Initialize()
|
|||||||
m_Camera->SetPosition(glm::vec3(0.0f, 0.0f, 2.f));
|
m_Camera->SetPosition(glm::vec3(0.0f, 0.0f, 2.f));
|
||||||
|
|
||||||
glfwSwapInterval(m_VSync);
|
glfwSwapInterval(m_VSync);
|
||||||
glEnable(GL_CULL_FACE);
|
|
||||||
glCullFace(GL_BACK);
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
glEnable(GL_SCISSOR_TEST);
|
|
||||||
|
|
||||||
LoadContent();
|
LoadContent();
|
||||||
}
|
}
|
||||||
@@ -108,6 +104,11 @@ void Renderer::LoadContent()
|
|||||||
m_ShaderProgramDebugAABB.Compile();
|
m_ShaderProgramDebugAABB.Compile();
|
||||||
m_ShaderProgramDebugAABB.Link();*/
|
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 VertexShader("Shaders/BlendMap.vert.glsl")));
|
||||||
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
|
m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
|
||||||
m_BlendMapProgram.Compile();
|
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 VertexShader("Shaders/ForwardRendering.vert.glsl")));
|
||||||
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
|
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
|
||||||
m_ForwardRendering.Compile();
|
m_ForwardRendering.Compile();
|
||||||
|
glBindFragDataLocation(m_ForwardRendering.GetHandle(), 0, "frag_Diffuse");
|
||||||
m_ForwardRendering.Link();
|
m_ForwardRendering.Link();
|
||||||
|
|
||||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
|
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);
|
glfwSwapBuffers(m_Window);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::DrawFrame(RenderQueue &rq)
|
void Renderer::DrawFrame(RenderQueuePair &rq)
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
|
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);
|
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
//if (modelJob)
|
//if (modelJob)
|
||||||
@@ -358,11 +360,16 @@ void Renderer::DrawFrame(RenderQueue &rq)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::DrawWorld(RenderQueue &rq)
|
void Renderer::DrawWorld(RenderQueuePair &rq)
|
||||||
{
|
{
|
||||||
glDisable(GL_BLEND);
|
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
|
Base pass
|
||||||
@@ -385,12 +392,14 @@ void Renderer::DrawWorld(RenderQueue &rq)
|
|||||||
|
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
DrawFBOScene(rq);
|
DrawFBOScene(rq.Deferred);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Lighting pass
|
Lighting pass
|
||||||
*/
|
*/
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
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 };
|
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, lightingPassAttachments);
|
glDrawBuffers(1, lightingPassAttachments);
|
||||||
|
|
||||||
@@ -406,7 +415,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
|
|||||||
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
|
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
|
||||||
|
|
||||||
glCullFace(GL_FRONT);
|
glCullFace(GL_FRONT);
|
||||||
DrawLightScene(rq);
|
DrawLightScene(rq.Deferred);
|
||||||
DrawSunLightScene();
|
DrawSunLightScene();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -415,7 +424,9 @@ void Renderer::DrawWorld(RenderQueue &rq)
|
|||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||||
//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
|
//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
|
||||||
glViewport(0, 0, m_Width, m_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);
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
m_FinalPassProgram.Bind();
|
m_FinalPassProgram.Bind();
|
||||||
@@ -433,6 +444,126 @@ void Renderer::DrawWorld(RenderQueue &rq)
|
|||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
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()
|
void Renderer::Swap()
|
||||||
@@ -855,9 +986,6 @@ void Renderer::FrameBufferTextures()
|
|||||||
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
|
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
|
||||||
//exit(1);
|
//exit(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::DrawFBO()
|
void Renderer::DrawFBO()
|
||||||
@@ -943,9 +1071,8 @@ void Renderer::DrawFBO()
|
|||||||
//}
|
//}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::DrawFBO2()
|
void Renderer::DrawFBO2(RenderQueue &rq)
|
||||||
{
|
{
|
||||||
ForwardRendering();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::DrawFBOScene(RenderQueue &rq)
|
void Renderer::DrawFBOScene(RenderQueue &rq)
|
||||||
@@ -1137,7 +1264,7 @@ void Renderer::DrawSunLightScene()
|
|||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendEquation (GL_FUNC_ADD);
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
glBlendFunc(GL_ONE,GL_ONE);
|
glBlendFunc(GL_ONE,GL_ONE);
|
||||||
|
|
||||||
glDisable (GL_DEPTH_TEST);
|
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.
|
//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)
|
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
|
||||||
{
|
{
|
||||||
m_Cameras[identifier] = std::make_shared<Camera>(FOV, nearClip, farClip);
|
m_Cameras[identifier] = std::make_shared<Camera>(FOV, nearClip, farClip);
|
||||||
|
|||||||
+5
-4
@@ -53,8 +53,8 @@ public:
|
|||||||
m_Camera = camera;
|
m_Camera = camera;
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFrame(RenderQueue &rq);
|
void DrawFrame(RenderQueuePair &rq);
|
||||||
void DrawWorld(RenderQueue &rq);
|
void DrawWorld(RenderQueuePair &rq);
|
||||||
void Swap();
|
void Swap();
|
||||||
|
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
@@ -174,6 +174,7 @@ private:
|
|||||||
ShaderProgram m_SunPassProgram;
|
ShaderProgram m_SunPassProgram;
|
||||||
ShaderProgram m_ForwardRendering;
|
ShaderProgram m_ForwardRendering;
|
||||||
ShaderProgram m_BlendMapProgram;
|
ShaderProgram m_BlendMapProgram;
|
||||||
|
ShaderProgram m_FinalForwardPassProgram;
|
||||||
|
|
||||||
ShaderProgram m_ShaderProgramNormals;
|
ShaderProgram m_ShaderProgramNormals;
|
||||||
ShaderProgram m_ShaderProgramShadows;
|
ShaderProgram m_ShaderProgramShadows;
|
||||||
@@ -190,7 +191,7 @@ private:
|
|||||||
void CreateShadowMap(int resolution);
|
void CreateShadowMap(int resolution);
|
||||||
void FrameBufferTextures();
|
void FrameBufferTextures();
|
||||||
void DrawFBO();
|
void DrawFBO();
|
||||||
void DrawFBO2();
|
void DrawFBO2(RenderQueue &rq);
|
||||||
void DrawFBOScene(RenderQueue &rq);
|
void DrawFBOScene(RenderQueue &rq);
|
||||||
void DrawLightScene(RenderQueue &rq);
|
void DrawLightScene(RenderQueue &rq);
|
||||||
void DrawSunLightScene();
|
void DrawSunLightScene();
|
||||||
@@ -198,7 +199,7 @@ private:
|
|||||||
glm::mat4 CreateLightMatrix(Light &_light);
|
glm::mat4 CreateLightMatrix(Light &_light);
|
||||||
void UpdateSunProjection();
|
void UpdateSunProjection();
|
||||||
void CreateNormalMapTangent();
|
void CreateNormalMapTangent();
|
||||||
void ForwardRendering();
|
void ForwardRendering(RenderQueue &rq);
|
||||||
|
|
||||||
|
|
||||||
GLuint CreateQuad();
|
GLuint CreateQuad();
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -5,7 +5,6 @@ uniform float Gamma;
|
|||||||
|
|
||||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||||
layout (binding=1) uniform sampler2D LightingTexture;
|
layout (binding=1) uniform sampler2D LightingTexture;
|
||||||
layout (binding=2) uniform sampler2D ShadowTexture;
|
|
||||||
|
|
||||||
in VertexData
|
in VertexData
|
||||||
{
|
{
|
||||||
@@ -19,12 +18,10 @@ void main()
|
|||||||
{
|
{
|
||||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||||
vec4 LightingTexel = texture(LightingTexture, 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 = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
||||||
//FragmentColor = DiffuseTexel;
|
//FragmentColor = DiffuseTexel;
|
||||||
|
|
||||||
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
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);
|
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -10,11 +10,11 @@ in VertexData {
|
|||||||
vec2 TextureCoord;
|
vec2 TextureCoord;
|
||||||
} Input;
|
} Input;
|
||||||
|
|
||||||
out vec4 fragmentColor;
|
out vec4 frag_Diffuse;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
// Texture
|
// Texture
|
||||||
vec4 texel = texture(texture0, Input.TextureCoord);
|
vec4 texel = texture(texture0, Input.TextureCoord);
|
||||||
|
|
||||||
fragmentColor = texel * Color;
|
frag_Diffuse = texel;
|
||||||
}
|
}
|
||||||
@@ -238,6 +238,8 @@
|
|||||||
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
|
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
|
||||||
<None Include="..\..\src\Shaders\BlendMap.frag.glsl" />
|
<None Include="..\..\src\Shaders\BlendMap.frag.glsl" />
|
||||||
<None Include="..\..\src\Shaders\BlendMap.vert.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.frag.glsl" />
|
||||||
<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
|
<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
|
||||||
<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl" />
|
<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl" />
|
||||||
|
|||||||
@@ -549,5 +549,11 @@
|
|||||||
<None Include="..\..\src\Shaders\BlendMap.vert.glsl">
|
<None Include="..\..\src\Shaders\BlendMap.vert.glsl">
|
||||||
<Filter>Shaders</Filter>
|
<Filter>Shaders</Filter>
|
||||||
</None>
|
</None>
|
||||||
|
<None Include="..\..\src\Shaders\FinalForwardPass.frag.glsl">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\..\src\Shaders\FinalForwardPass.vert.glsl">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
||||||
Reference in New Issue
Block a user