Semi-working world rendering

This commit is contained in:
2014-05-26 23:28:11 +02:00
parent 74239300bd
commit d4b28a2228
15 changed files with 509 additions and 206 deletions
+326 -126
View File
@@ -17,12 +17,12 @@ Renderer::Renderer()
CAtt = 1.0f;
LAtt = 0.0f;
QAtt = 3.0f;
m_ShadowMapRes = 2048*8;
m_ShadowMapRes = 2048*2;
m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection_height = glm::vec2(-40.f, 40.f);
m_SunProjection_width = glm::vec2(-40.f, 40.f);
m_SunProjection_length = glm::vec2(-50.f, 50.f);
m_SunProjection_length = glm::vec2(500.f, -500.f);
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
/* Lights = 0;*/
}
@@ -76,6 +76,7 @@ void Renderer::Initialize()
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
LoadContent();
}
@@ -246,9 +247,181 @@ void Renderer::Draw(double dt)
glfwSwapBuffers(m_Window);
}
void Renderer::Draw(RenderQueue &rq)
void Renderer::DrawFrame(RenderQueue &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
//glm::mat4 MVP;
m_ForwardRendering.Bind();
//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
//{
// Model* model;
// glm::mat4 modelMatrix;
// bool visible;
// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
// if (!visible)
// continue;
// MVP = cameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
// glBindVertexArray(model->VAO);
// for (auto texGroup : model->TextureGroups)
// {
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
// }
//}
for (auto &job : rq)
{
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
//if (modelJob)
//{
// glm::mat4 modelMatrix = modelJob->ModelMatrix;
// MVP = cameraMatrix * modelMatrix;
// depthMVP = depthCameraMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
// //glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
// glBindVertexArray(modelJob->VAO);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
// if (modelJob->NormalTexture != 0)
// {
// glActiveTexture(GL_TEXTURE2);
// glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
// }
// if (modelJob->SpecularTexture)
// {
// glActiveTexture(GL_TEXTURE3);
// glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
// }
// glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
// continue;
//}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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();
}