Semi-working world rendering
This commit is contained in:
+20
-1
@@ -2,6 +2,9 @@
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#include <sstream>
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Model.h"
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#include "Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "Renderer.h"
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@@ -15,7 +18,12 @@ public:
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Engine(int argc, char* argv[])
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{
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m_EventBroker = std::make_shared<EventBroker>();
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m_ResourceManager = std::make_shared<ResourceManager>();
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m_ResourceManager->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
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auto rm = m_ResourceManager;
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m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
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m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->Initialize();
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@@ -23,6 +31,8 @@ public:
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m_InputManager = std::make_shared<InputManager>(m_Renderer->GetWindow(), m_EventBroker);
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m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
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m_FrameStack->Width = 1280;
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m_FrameStack->Height = 720;
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new GUI::GameFrame(m_FrameStack, "GameFrame");
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//m_World = std::make_shared<GameWorld>(m_EventBroker, m_ResourceManager);
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@@ -36,12 +46,21 @@ public:
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void Tick()
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{
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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// Update input
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m_InputManager->Update(dt);
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// Update frame stack
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m_EventBroker->Process<GUI::Frame>();
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m_FrameStack->UpdateLayered(dt);
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// Render scene
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m_FrameStack->DrawLayered(m_Renderer);
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m_Renderer->Swap();
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// Swap event queues
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m_EventBroker->Clear();
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glfwPollEvents();
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+18
-14
@@ -41,7 +41,6 @@ public:
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, m_Layer(0)
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{ SetParent(std::shared_ptr<Frame>(parent)); }
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::RenderQueue RenderQueue;
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std::shared_ptr<Frame> Parent() const { return m_Parent; }
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@@ -84,10 +83,7 @@ public:
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}
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int Right() const override
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{
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if (m_Parent)
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return m_Parent->Right() + X + Width;
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else
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return X + Width;
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return Left() + Width;
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}
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int Top() const override
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{
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@@ -98,24 +94,31 @@ public:
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}
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int Bottom() const override
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{
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if (m_Parent)
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return m_Parent->Bottom() + Y + Height;
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else
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return Y + Height;
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return Top() + Height;
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}
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Rectangle AbsoluteRectangle()
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{
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return Rectangle(Left(), Right(), Width, Height);
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return Rectangle(Left(), Top(), Width, Height);
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}
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virtual void Update(double dt)
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void UpdateLayered(double dt)
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{
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for (auto &pair : m_Children[m_Layer + 1])
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// Update ourselves
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this->Update(dt);
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// Update children
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for (auto &pairLayer : m_Children)
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{
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pair.second->Update(dt);
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auto children = pairLayer.second;
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for (auto &pairChild : children)
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{
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auto child = pairChild.second;
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child->Update(dt);
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}
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}
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}
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virtual void Update(double dt) { }
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void DrawLayered(std::shared_ptr<Renderer> renderer)
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{
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@@ -130,7 +133,8 @@ public:
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for (auto &pairChild : children)
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{
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auto child = pairChild.second;
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renderer->SetViewport(child->AbsoluteRectangle());
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Rectangle rect = child->AbsoluteRectangle();
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renderer->SetViewport(rect);
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child->Draw(renderer);
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}
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}
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+13
-14
@@ -4,6 +4,7 @@
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#include "GUI/Frame.h"
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#include "GUI/WorldFrame.h"
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#include "GUI/Viewport.h"
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#include "GUI/TextureFrame.h"
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#include "GameWorld.h"
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@@ -17,27 +18,25 @@ public:
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: Frame(parent, name)
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{
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m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
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m_World->Initialize();
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auto worldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
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{
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new Viewport(worldFrame, "Viewport1", m_World);
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new Viewport(worldFrame, "Viewport2", m_World);
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vp1 = new Viewport(worldFrame, "Viewport1", m_World);
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vp1->X = 0;
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vp1->Width = 640;
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vp2 = new Viewport(worldFrame, "Viewport2", m_World);
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vp2->X = vp1->Right();
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vp2->Width = 640;
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auto tex = new TextureFrame(vp1, "TextureFrameThingy");
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tex->SetTexture("Textures/GUI/hurt.png");
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}
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}
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void Update(double dt) override
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{
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}
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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m_World->Initialize();
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}
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private:
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std::shared_ptr<GameWorld> m_World;
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Viewport* vp1;
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Viewport* vp2;
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};
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}
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@@ -10,7 +10,7 @@ namespace GUI
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class TextureFrame : public Frame
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{
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public:
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TextureFrame(std::shared_ptr<Frame> parent, std::string name)
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TextureFrame(Frame* parent, std::string name)
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: Frame(parent, name) { }
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void Draw(std::shared_ptr<Renderer> renderer) override
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@@ -25,7 +25,7 @@ public:
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RenderQueue.Add(job);
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renderer->SetCamera(nullptr);
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renderer->Draw(RenderQueue);
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renderer->DrawFrame(RenderQueue);
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}
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std::shared_ptr<::Texture> Texture() const { return m_Texture; }
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+8
-4
@@ -20,9 +20,7 @@ public:
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Viewport(Frame* parent, std::string name, std::shared_ptr<World> world)
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: Frame(parent, name)
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, m_World(world)
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{
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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}
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{ }
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EntityID CameraEntity() const { return m_CameraEntity; }
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void SetCameraEntity(EntityID cameraEntity)
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@@ -41,6 +39,9 @@ public:
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void Update(double dt) override
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{
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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auto transformComponent = m_World->GetComponent<Components::Transform>(m_CameraEntity);
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if (!transformComponent)
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return;
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@@ -60,8 +61,11 @@ public:
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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if (!m_Camera)
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return;
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renderer->SetCamera(m_Camera);
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renderer->Draw(m_Parent->RenderQueue);
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renderer->DrawWorld(m_Parent->RenderQueue);
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}
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private:
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+15
-3
@@ -23,17 +23,20 @@ public:
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, m_World(world)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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}
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void Update(double dt) override
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{
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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m_World->Update(dt);
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}
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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RenderQueue.Clear();
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renderer->ClearPointLights();
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for (auto &pair : *m_World->GetEntities())
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{
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@@ -75,8 +78,17 @@ public:
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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// TODO: Push lights to renderer
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// renderer->PushLight(...);
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glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
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renderer->AddPointLightToDraw(
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position,
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pointLightComponent->Specular,
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pointLightComponent->Diffuse,
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pointLightComponent->specularExponent,
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pointLightComponent->ConstantAttenuation,
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pointLightComponent->LinearAttenuation,
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pointLightComponent->QuadraticAttenuation,
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pointLightComponent->Radius
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);
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}
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}
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}
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+25
-30
@@ -45,32 +45,17 @@ void GameWorld::Initialize()
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RegisterComponents();
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auto camera = CreateEntity();
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{
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auto transform = AddComponent<Components::Transform>(camera);
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transform->Position.z = 20.f;
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transform->Position.y = 20.f;
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//transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
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auto cameraComp = AddComponent<Components::Camera>(camera);
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cameraComp->FarClip = 2000.f;
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auto freeSteering = AddComponent<Components::FreeSteering>(camera);
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}
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CommitEntity(camera);
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auto viewport1 = CreateEntity();
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{
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auto viewport = AddComponent<Components::Viewport>(viewport1);
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viewport->Right = 0.5f;
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viewport->Camera = camera;
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}
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CommitEntity(viewport1);
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auto viewport2 = CreateEntity();
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{
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auto viewport = AddComponent<Components::Viewport>(viewport2);
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viewport->Left = 0.5f;
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}
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CommitEntity(viewport2);
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//auto camera = CreateEntity();
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//{
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// auto transform = AddComponent<Components::Transform>(camera);
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// transform->Position.z = 20.f;
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// transform->Position.y = 20.f;
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// //transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
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// auto cameraComp = AddComponent<Components::Camera>(camera);
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// cameraComp->FarClip = 2000.f;
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// auto freeSteering = AddComponent<Components::FreeSteering>(camera);
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//}
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auto player1 = CreateEntity();
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{
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@@ -343,7 +328,12 @@ void GameWorld::Initialize()
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//auto freeSteering = AddComponent<Components::FreeSteering>(cameraTower);
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}
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CommitEntity(cameraTower);
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GetComponent<Components::Viewport>(viewport1)->Camera = cameraTower;
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{
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Events::SetViewportCamera e;
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e.CameraEntity = cameraTower;
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e.ViewportFrame = "Viewport1";
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EventBroker->Publish(e);
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}
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}
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{
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@@ -761,7 +751,12 @@ void GameWorld::Initialize()
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//auto freeSteering = AddComponent<Components::FreeSteering>(cameraTower);
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}
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CommitEntity(cameraTower);
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GetComponent<Components::Viewport>(viewport2)->Camera = cameraTower;
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{
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Events::SetViewportCamera e;
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e.CameraEntity = cameraTower;
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e.ViewportFrame = "Viewport2";
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EventBroker->Publish(e);
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}
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}
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{
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@@ -1103,7 +1098,7 @@ void GameWorld::Initialize()
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CommitEntity(entity);
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}*/
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for(int i = 0; i < 1; i++)
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/*for(int i = 0; i < 1; i++)
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{
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for (int y = 0; y < 15; y++)
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{
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@@ -1133,7 +1128,7 @@ void GameWorld::Initialize()
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CommitEntity(brick);
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}
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}
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}
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}*/
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/*for (int x = 0; x < 5; x++)
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for (int y = 0; y < 5; y++)
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@@ -27,7 +27,10 @@ protected:
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struct ModelJob : RenderJob
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{
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unsigned int ShaderID;
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unsigned int TextureID;
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GLuint ShaderProgram;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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GLuint SpecularTexture;
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@@ -44,7 +47,10 @@ struct ModelJob : RenderJob
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID;
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unsigned int TextureID;
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GLuint ShaderProgram;
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GLuint Texture;
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glm::mat4 ModelMatrix;
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@@ -70,6 +76,16 @@ public:
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m_Jobs.clear();
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}
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std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
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{
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return m_Jobs.begin();
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}
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std::forward_list<std::shared_ptr<RenderJob>>::const_iterator end()
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{
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return m_Jobs.end();
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}
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private:
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std::forward_list<std::shared_ptr<RenderJob>> m_Jobs;
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};
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+326
-126
@@ -17,12 +17,12 @@ Renderer::Renderer()
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CAtt = 1.0f;
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LAtt = 0.0f;
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QAtt = 3.0f;
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m_ShadowMapRes = 2048*8;
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m_ShadowMapRes = 2048*2;
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m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection_height = glm::vec2(-40.f, 40.f);
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m_SunProjection_width = glm::vec2(-40.f, 40.f);
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m_SunProjection_length = glm::vec2(-50.f, 50.f);
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m_SunProjection_length = glm::vec2(500.f, -500.f);
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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);
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/* Lights = 0;*/
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}
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@@ -76,6 +76,7 @@ void Renderer::Initialize()
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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LoadContent();
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}
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@@ -246,9 +247,181 @@ void Renderer::Draw(double dt)
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glfwSwapBuffers(m_Window);
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}
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void Renderer::Draw(RenderQueue &rq)
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void Renderer::DrawFrame(RenderQueue &rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
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//glm::mat4 MVP;
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m_ForwardRendering.Bind();
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//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
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//{
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// Model* model;
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// glm::mat4 modelMatrix;
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// bool visible;
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// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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// if (!visible)
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// continue;
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// MVP = cameraMatrix * modelMatrix;
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
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// glBindVertexArray(model->VAO);
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// for (auto texGroup : model->TextureGroups)
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// {
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// glActiveTexture(GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
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// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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// }
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//}
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for (auto &job : rq)
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{
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//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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//if (modelJob)
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//{
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// glm::mat4 modelMatrix = modelJob->ModelMatrix;
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// MVP = cameraMatrix * modelMatrix;
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// 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()));
|
||||
|
||||
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_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
|
||||
glScissor(m_Viewport.X, -m_Viewport.Y, 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(0.0f, 0.7f, 0.3f, 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);
|
||||
|
||||
/*
|
||||
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
|
||||
@@ -293,7 +466,7 @@ 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
|
||||
@@ -307,7 +480,8 @@ void Renderer::DrawShadowMap()
|
||||
//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::translate((-m_Camera->Position() + (glm::vec3(40.0) * -m_Camera->Forward())) * glm::vec3(1,0,1));
|
||||
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 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;
|
||||
|
||||
@@ -315,6 +489,23 @@ void Renderer::DrawShadowMap()
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
//For each model, render them to the shadowmap
|
||||
for (auto &job : rq)
|
||||
{
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob)
|
||||
{
|
||||
glm::mat4 modelMatrix = modelJob->ModelMatrix;
|
||||
|
||||
MVP = depthCamera * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.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;
|
||||
}
|
||||
}
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
@@ -675,84 +866,84 @@ 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, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(4, windowBuffClear);
|
||||
glClearColor(0.0f, 0.3f, 0.7f, 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, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(4, 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);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
|
||||
// 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);
|
||||
|
||||
/*
|
||||
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(0.7f)));
|
||||
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::DrawFBO2()
|
||||
@@ -760,14 +951,15 @@ void Renderer::DrawFBO2()
|
||||
ForwardRendering();
|
||||
}
|
||||
|
||||
void Renderer::DrawFBOScene(Viewport &viewport)
|
||||
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((float)m_Width / m_Height) * 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,
|
||||
@@ -776,81 +968,83 @@ 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::translate((-m_Camera->Position() + (glm::vec3(40.0) * -m_Camera->Forward())) * glm::vec3(1,0,1));
|
||||
//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 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(m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
|
||||
glm::vec3 sunDirection_cameraview = glm::vec3(cameraProjection * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
|
||||
|
||||
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((float)m_Width / m_Height)));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
|
||||
|
||||
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(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, *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);
|
||||
}
|
||||
if (texGroup.SpecularMap)
|
||||
if (modelJob->SpecularTexture)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.SpecularMap);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto tuple : TexturesToRender)
|
||||
{
|
||||
Texture* texture;
|
||||
glm::mat4 modelMatrix;
|
||||
glm::mat4 billboardMatrix;
|
||||
std::tie(texture, modelMatrix, billboardMatrix) = tuple;
|
||||
|
||||
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
|
||||
|
||||
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((float)m_Width / m_Height)));
|
||||
continue;
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
//auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
//if (spriteJob)
|
||||
//{
|
||||
// Texture* texture;
|
||||
// glm::mat4 modelMatrix;
|
||||
// glm::mat4 billboardMatrix;
|
||||
// std::tie(texture, modelMatrix, billboardMatrix) = tuple;
|
||||
|
||||
// //MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
// MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
|
||||
// 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)));
|
||||
|
||||
// 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);
|
||||
@@ -860,7 +1054,8 @@ void Renderer::DrawLightScene(Viewport &viewport)
|
||||
glDepthMask (GL_FALSE);
|
||||
glBindVertexArray(m_sphereModel->VAO);
|
||||
|
||||
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix((float)m_Width / m_Height) * 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;
|
||||
|
||||
for (auto &light : Lights)
|
||||
@@ -869,13 +1064,13 @@ void Renderer::DrawLightScene(Viewport &viewport)
|
||||
|
||||
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((float)m_Width / m_Height)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
|
||||
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);
|
||||
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_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);
|
||||
@@ -1002,4 +1197,9 @@ void Renderer::UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat
|
||||
m_Cameras[cameraIdentifier]->FOV(FOV);
|
||||
m_Cameras[cameraIdentifier]->NearClip(nearClip);
|
||||
m_Cameras[cameraIdentifier]->FarClip(farClip);*/
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::ClearPointLights()
|
||||
{
|
||||
Lights.clear();
|
||||
}
|
||||
|
||||
+8
-4
@@ -53,7 +53,9 @@ public:
|
||||
m_Camera = camera;
|
||||
}
|
||||
|
||||
void Draw(RenderQueue &rq);
|
||||
void DrawFrame(RenderQueue &rq);
|
||||
void DrawWorld(RenderQueue &rq);
|
||||
void Swap();
|
||||
|
||||
#pragma endregion
|
||||
|
||||
@@ -70,6 +72,8 @@ public:
|
||||
float _QuadraticAttenuation,
|
||||
float _radius
|
||||
);
|
||||
void ClearPointLights();
|
||||
|
||||
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
|
||||
|
||||
void LoadContent();
|
||||
@@ -178,13 +182,13 @@ private:
|
||||
void ClearStuff();
|
||||
void DrawScene();
|
||||
void DrawModels(ShaderProgram &shader);
|
||||
void DrawShadowMap();
|
||||
void DrawShadowMap(RenderQueue &rq);
|
||||
void CreateShadowMap(int resolution);
|
||||
void FrameBufferTextures();
|
||||
void DrawFBO();
|
||||
void DrawFBO2();
|
||||
void DrawFBOScene(Viewport &viewport);
|
||||
void DrawLightScene(Viewport &viewport);
|
||||
void DrawFBOScene(RenderQueue &rq);
|
||||
void DrawLightScene(RenderQueue &rq);
|
||||
void BindFragDataLocation();
|
||||
glm::mat4 CreateLightMatrix(Light &_light);
|
||||
void UpdateSunProjection();
|
||||
|
||||
+38
-1
@@ -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
@@ -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__
|
||||
@@ -4,9 +4,7 @@
|
||||
|
||||
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)
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Model.h"
|
||||
#include "Texture.h"
|
||||
#include "Components/Transform.h"
|
||||
@@ -14,11 +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
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user