Fixed some things, code up to styleguide
This commit is contained in:
+18
-25
@@ -16,8 +16,8 @@
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef Renderer_h__
|
||||
#define Renderer_h__
|
||||
#ifndef DD_RENDERER_H__
|
||||
#define DD_RENDERER_H__
|
||||
|
||||
#include "Util/Rectangle.h"
|
||||
#include "Camera.h"
|
||||
@@ -30,8 +30,6 @@ namespace dd
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
//Render();
|
||||
|
||||
GLFWwindow* Window() const { return m_Window; }
|
||||
Rectangle Resolution() const { return m_Resolution; }
|
||||
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
|
||||
@@ -39,8 +37,6 @@ public:
|
||||
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||
bool VSYNC() const { return m_VSYNC; }
|
||||
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||
//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
|
||||
//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
|
||||
const dd::Camera* Camera() const { return m_Camera; }
|
||||
void SetCamera(const dd::Camera* camera)
|
||||
{
|
||||
@@ -50,7 +46,6 @@ public:
|
||||
m_Camera = camera;
|
||||
}
|
||||
}
|
||||
|
||||
void Initialize();
|
||||
void Draw(RenderQueueCollection& rq);
|
||||
|
||||
@@ -58,8 +53,6 @@ private:
|
||||
Rectangle m_Resolution = Rectangle(1280, 720);
|
||||
bool m_Fullscreen = false;
|
||||
bool m_VSYNC = false;
|
||||
//Rectangle m_Viewport;
|
||||
//Rectangle m_Scissor;
|
||||
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
|
||||
const dd::Camera* m_Camera = nullptr;
|
||||
|
||||
@@ -67,13 +60,13 @@ private:
|
||||
std::string m_GLVendor;
|
||||
GLFWwindow* m_Window = nullptr;
|
||||
|
||||
ShaderProgram* m_spDeferred1;
|
||||
ShaderProgram* m_spDeferred2;
|
||||
ShaderProgram* m_spDeferred3;
|
||||
ShaderProgram* m_spForward;
|
||||
ShaderProgram* m_spScreen;
|
||||
ShaderProgram*m_spWater;
|
||||
ShaderProgram*m_spWater2;
|
||||
ShaderProgram* m_SpDeferred1;
|
||||
ShaderProgram* m_SpDeferred2;
|
||||
ShaderProgram* m_SpDeferred3;
|
||||
ShaderProgram* m_SpForward;
|
||||
ShaderProgram* m_SpScreen;
|
||||
ShaderProgram* m_SpWater;
|
||||
ShaderProgram* m_SpWater2;
|
||||
|
||||
GLuint m_ScreenQuad = 0;
|
||||
Model* m_UnitSphere = nullptr;
|
||||
@@ -82,22 +75,22 @@ private:
|
||||
Texture* m_StandardSpecular;
|
||||
Texture* m_WhiteSphereTexture;
|
||||
|
||||
GLuint m_rbDepthBuffer = 0; //DepthBuffer Texture
|
||||
GLuint m_fbDeferred1 = 0; //Framebuffer for first pass
|
||||
GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture
|
||||
GLuint m_FbDeferred1 = 0; //Framebuffer for first pass
|
||||
GLuint m_GDiffuse = 0; //Texture for diffuseColors
|
||||
GLuint m_GPosition = 0; //Texture for positions
|
||||
GLuint m_GNormal = 0; //Texture for normals
|
||||
GLuint m_GSpecular = 0; //Texture for specular
|
||||
GLuint m_fbDeferred2 = 0; //Framebuffer that handles the lighting pass
|
||||
GLuint m_tLighting = 0; //Texture for the lighting pass
|
||||
GLuint m_fbDeferred3 = 0; //Frambuffer for handling the last pass.
|
||||
GLuint m_tFinal = 0; //Final Texture to be printed to screen
|
||||
GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass
|
||||
GLuint m_TLighting = 0; //Texture for the lighting pass
|
||||
GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass.
|
||||
GLuint m_TFinal = 0; //Final Texture to be printed to screen
|
||||
GLuint m_Gwater = 0; //Water Color Texture
|
||||
GLuint m_BWater; //Water blur texture
|
||||
GLuint m_BWater2; //Water blur texture
|
||||
GLuint m_fbWater; //Waterpass Framebuffer
|
||||
GLuint m_fbWaterBlur; //Waterpass Framebuffer
|
||||
GLuint m_fbWaterBlur2; //Waterpass Framebuffer
|
||||
GLuint m_FbWater; //Waterpass Framebuffer
|
||||
GLuint m_FbWaterBlur; //Waterpass Framebuffer
|
||||
GLuint m_FbWaterBlur2; //Waterpass Framebuffer
|
||||
|
||||
GLuint m_CurrentScreenBuffer = 0;
|
||||
void LoadShaders();
|
||||
|
||||
@@ -66,8 +66,9 @@ private:
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
void CreateParticleSystem(float radius);
|
||||
|
||||
b2ParticleSystem* m_ParticleSystem;
|
||||
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
|
||||
|
||||
+78
-78
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
|
||||
LoadShaders();
|
||||
CreateBuffers();
|
||||
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
void dd::Renderer::LoadShaders()
|
||||
{
|
||||
@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
|
||||
*/
|
||||
|
||||
// Pass #1: Fill G-buffers
|
||||
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||
m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||
m_spDeferred1->BindFragDataLocation(1, "GPosition");
|
||||
m_spDeferred1->BindFragDataLocation(2, "GNormal");
|
||||
m_spDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||
m_spDeferred1->Link();
|
||||
m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||
m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||
m_SpDeferred1->BindFragDataLocation(1, "GPosition");
|
||||
m_SpDeferred1->BindFragDataLocation(2, "GNormal");
|
||||
m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||
m_SpDeferred1->Link();
|
||||
|
||||
// Pass #2: Lighting
|
||||
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||
m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
|
||||
m_spDeferred2->Link();
|
||||
m_SpDeferred2->Link();
|
||||
|
||||
//Water Pass
|
||||
m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
||||
m_spWater->Link();
|
||||
m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
||||
m_spWater2->Link();
|
||||
m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
||||
m_SpWater->Link();
|
||||
m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
||||
m_SpWater2->Link();
|
||||
|
||||
// Pass #3: Combining into final image
|
||||
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||
m_spDeferred3->Link();
|
||||
m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||
m_SpDeferred3->Link();
|
||||
|
||||
/*
|
||||
Forward rendering
|
||||
*/
|
||||
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||
m_spForward->Link();
|
||||
m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||
m_SpForward->Link();
|
||||
|
||||
/*
|
||||
Screen draw
|
||||
*/
|
||||
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||
m_spScreen->Link();
|
||||
m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||
m_SpScreen->Link();
|
||||
}
|
||||
|
||||
void dd::Renderer::CreateBuffers()
|
||||
@@ -124,8 +124,8 @@ void dd::Renderer::CreateBuffers()
|
||||
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
|
||||
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
|
||||
|
||||
glGenRenderbuffers(1, &m_rbDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenRenderbuffers(1, &m_RbDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
|
||||
// Generate G-buffer textures
|
||||
@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create first pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenFramebuffers(1, &m_FbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
|
||||
@@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers()
|
||||
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(4, firstPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate lighting texture
|
||||
glGenTextures(1, &m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glGenTextures(1, &m_TLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -190,13 +190,13 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create second pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
|
||||
glGenFramebuffers(1, &m_FbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
|
||||
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, secondPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
@@ -210,13 +210,13 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Fill water pass
|
||||
glGenFramebuffers(1, &m_fbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
|
||||
glGenFramebuffers(1, &m_FbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
|
||||
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass
|
||||
glGenFramebuffers(1, &m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
|
||||
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlurDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//water Blur texture2
|
||||
glGenTextures(1, &m_BWater2);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater2);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass2
|
||||
glGenFramebuffers(1, &m_fbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur2);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
|
||||
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlur2DrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate final deferred texture
|
||||
glGenTextures(1, &m_tFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tFinal);
|
||||
glGenTextures(1, &m_TFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TFinal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Create third pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
|
||||
glGenFramebuffers(1, &m_FbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
|
||||
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, thirdPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(1, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
@@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||
glClearColor(1, 1, 1, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_spDeferred1->Bind();
|
||||
DrawScene(objects, *m_spDeferred1);
|
||||
m_SpDeferred1->Bind();
|
||||
DrawScene(objects, *m_SpDeferred1);
|
||||
|
||||
// Pass #2: Lighting
|
||||
glEnable(GL_CULL_FACE);
|
||||
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred2->Bind();
|
||||
m_SpDeferred2->Bind();
|
||||
DrawLightSpheres(lights);
|
||||
|
||||
// Pass #3: Combine into final deferred image
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
m_SpDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
// glClearColor(1, 0.9, 0.8f, 1);
|
||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_spForward->Bind();
|
||||
DrawScene(objects, *m_spForward);
|
||||
m_SpForward->Bind();
|
||||
DrawScene(objects, *m_SpForward);
|
||||
|
||||
//WaterPass
|
||||
glDisable(GL_CULL_FACE);
|
||||
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spWater->Bind();
|
||||
m_SpWater->Bind();
|
||||
DrawWater(objects);
|
||||
}
|
||||
|
||||
@@ -462,7 +462,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
|
||||
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
{
|
||||
GLuint shaderProgramHandle = *m_spDeferred2;
|
||||
GLuint shaderProgramHandle = *m_SpDeferred2;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||
@@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
|
||||
void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
{
|
||||
GLuint shaderProgramHandle = *m_spWater;
|
||||
GLuint shaderProgramHandle = *m_SpWater;
|
||||
|
||||
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||
@@ -528,16 +528,16 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
|
||||
|
||||
//blur1
|
||||
shaderProgramHandle = *m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spWater2->Bind();
|
||||
m_SpWater2->Bind();
|
||||
//TODO: Add this in water particle component. Blurradius
|
||||
float radius = 3.f;
|
||||
|
||||
@@ -552,14 +552,14 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
|
||||
|
||||
//blur2
|
||||
shaderProgramHandle = *m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
m_spWater2->Bind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
m_SpWater2->Bind();
|
||||
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
||||
@@ -617,7 +617,7 @@ GLuint dd::Renderer::CreateQuad()
|
||||
void dd::Renderer::DebugKeys()
|
||||
{
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||
m_CurrentScreenBuffer = m_GDiffuse;
|
||||
@@ -632,7 +632,7 @@ void dd::Renderer::DebugKeys()
|
||||
m_CurrentScreenBuffer = m_GSpecular;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||
m_CurrentScreenBuffer = m_tLighting;
|
||||
m_CurrentScreenBuffer = m_TLighting;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
||||
m_CurrentScreenBuffer = m_Gwater;
|
||||
@@ -644,7 +644,7 @@ void dd::Renderer::DebugKeys()
|
||||
|
||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
@@ -652,7 +652,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
@@ -664,9 +664,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||
MVP = PV * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||
|
||||
@@ -29,10 +29,10 @@ void dd::Systems::PhysicsSystem::Initialize()
|
||||
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = 0.13f;
|
||||
float radius = 0.13f;
|
||||
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
|
||||
CreateParticleSystem(radius);
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
@@ -148,7 +148,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
|
||||
}
|
||||
|
||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
||||
b2Vec2* positionBuffer = m_ParticleSystem[0]->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle* particleH = i.second;
|
||||
@@ -297,29 +297,38 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
//TODO: FIX SO IT CAN NOTICE WHAT PARTICLE SYSTEM IS WATER! [0] IS A FUCKING BULLSHIT FIX.
|
||||
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
t_ParticleGroup.push_back(m_ParticleSystem->CreateParticleGroup(pd));
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
||||
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleSystem(float radius)
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = radius;
|
||||
|
||||
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
if (m_ContactListener != nullptr) {
|
||||
|
||||
Reference in New Issue
Block a user