Fixed some things, code up to styleguide

This commit is contained in:
tleety
2015-09-30 10:29:56 +02:00
parent a1c709a2db
commit 2491dd8b74
4 changed files with 117 additions and 114 deletions
+18 -25
View File
@@ -16,8 +16,8 @@
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>. along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/ */
#ifndef Renderer_h__ #ifndef DD_RENDERER_H__
#define Renderer_h__ #define DD_RENDERER_H__
#include "Util/Rectangle.h" #include "Util/Rectangle.h"
#include "Camera.h" #include "Camera.h"
@@ -30,8 +30,6 @@ namespace dd
class Renderer class Renderer
{ {
public: public:
//Render();
GLFWwindow* Window() const { return m_Window; } GLFWwindow* Window() const { return m_Window; }
Rectangle Resolution() const { return m_Resolution; } Rectangle Resolution() const { return m_Resolution; }
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; } void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
@@ -39,8 +37,6 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; } bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = 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; } const dd::Camera* Camera() const { return m_Camera; }
void SetCamera(const dd::Camera* camera) void SetCamera(const dd::Camera* camera)
{ {
@@ -50,7 +46,6 @@ public:
m_Camera = camera; m_Camera = camera;
} }
} }
void Initialize(); void Initialize();
void Draw(RenderQueueCollection& rq); void Draw(RenderQueueCollection& rq);
@@ -58,8 +53,6 @@ private:
Rectangle m_Resolution = Rectangle(1280, 720); Rectangle m_Resolution = Rectangle(1280, 720);
bool m_Fullscreen = false; bool m_Fullscreen = false;
bool m_VSYNC = false; bool m_VSYNC = false;
//Rectangle m_Viewport;
//Rectangle m_Scissor;
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr; std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
const dd::Camera* m_Camera = nullptr; const dd::Camera* m_Camera = nullptr;
@@ -67,13 +60,13 @@ private:
std::string m_GLVendor; std::string m_GLVendor;
GLFWwindow* m_Window = nullptr; GLFWwindow* m_Window = nullptr;
ShaderProgram* m_spDeferred1; ShaderProgram* m_SpDeferred1;
ShaderProgram* m_spDeferred2; ShaderProgram* m_SpDeferred2;
ShaderProgram* m_spDeferred3; ShaderProgram* m_SpDeferred3;
ShaderProgram* m_spForward; ShaderProgram* m_SpForward;
ShaderProgram* m_spScreen; ShaderProgram* m_SpScreen;
ShaderProgram*m_spWater; ShaderProgram* m_SpWater;
ShaderProgram*m_spWater2; ShaderProgram* m_SpWater2;
GLuint m_ScreenQuad = 0; GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr; Model* m_UnitSphere = nullptr;
@@ -82,22 +75,22 @@ private:
Texture* m_StandardSpecular; Texture* m_StandardSpecular;
Texture* m_WhiteSphereTexture; Texture* m_WhiteSphereTexture;
GLuint m_rbDepthBuffer = 0; //DepthBuffer Texture GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture
GLuint m_fbDeferred1 = 0; //Framebuffer for first pass GLuint m_FbDeferred1 = 0; //Framebuffer for first pass
GLuint m_GDiffuse = 0; //Texture for diffuseColors GLuint m_GDiffuse = 0; //Texture for diffuseColors
GLuint m_GPosition = 0; //Texture for positions GLuint m_GPosition = 0; //Texture for positions
GLuint m_GNormal = 0; //Texture for normals GLuint m_GNormal = 0; //Texture for normals
GLuint m_GSpecular = 0; //Texture for specular GLuint m_GSpecular = 0; //Texture for specular
GLuint m_fbDeferred2 = 0; //Framebuffer that handles the lighting pass GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass
GLuint m_tLighting = 0; //Texture for the lighting pass GLuint m_TLighting = 0; //Texture for the lighting pass
GLuint m_fbDeferred3 = 0; //Frambuffer for handling the last pass. GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass.
GLuint m_tFinal = 0; //Final Texture to be printed to screen GLuint m_TFinal = 0; //Final Texture to be printed to screen
GLuint m_Gwater = 0; //Water Color Texture GLuint m_Gwater = 0; //Water Color Texture
GLuint m_BWater; //Water blur texture GLuint m_BWater; //Water blur texture
GLuint m_BWater2; //Water blur texture GLuint m_BWater2; //Water blur texture
GLuint m_fbWater; //Waterpass Framebuffer GLuint m_FbWater; //Waterpass Framebuffer
GLuint m_fbWaterBlur; //Waterpass Framebuffer GLuint m_FbWaterBlur; //Waterpass Framebuffer
GLuint m_fbWaterBlur2; //Waterpass Framebuffer GLuint m_FbWaterBlur2; //Waterpass Framebuffer
GLuint m_CurrentScreenBuffer = 0; GLuint m_CurrentScreenBuffer = 0;
void LoadShaders(); void LoadShaders();
+2 -1
View File
@@ -66,8 +66,9 @@ private:
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities; std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
void CreateBody(EntityID entity); void CreateBody(EntityID entity);
void CreateParticleSystem(float radius);
b2ParticleSystem* m_ParticleSystem; std::vector<b2ParticleSystem*> m_ParticleSystem;
std::vector<b2ParticleGroup*> t_ParticleGroup; std::vector<b2ParticleGroup*> t_ParticleGroup;
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle; std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
+78 -78
View File
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
LoadShaders(); LoadShaders();
CreateBuffers(); CreateBuffers();
m_CurrentScreenBuffer = m_tFinal; m_CurrentScreenBuffer = m_TFinal;
} }
void dd::Renderer::LoadShaders() void dd::Renderer::LoadShaders()
{ {
@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
*/ */
// Pass #1: Fill G-buffers // Pass #1: Fill G-buffers
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/"); m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
m_spDeferred1->BindFragDataLocation(0, "GDiffuse"); m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
m_spDeferred1->BindFragDataLocation(1, "GPosition"); m_SpDeferred1->BindFragDataLocation(1, "GPosition");
m_spDeferred1->BindFragDataLocation(2, "GNormal"); m_SpDeferred1->BindFragDataLocation(2, "GNormal");
m_spDeferred1->BindFragDataLocation(3, "GSpecular"); m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
m_spDeferred1->Link(); m_SpDeferred1->Link();
// Pass #2: Lighting // Pass #2: Lighting
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/"); m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting"); //glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
m_spDeferred2->Link(); m_SpDeferred2->Link();
//Water Pass //Water Pass
m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/"); m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
m_spWater->Link(); m_SpWater->Link();
m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/"); m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
m_spWater2->Link(); m_SpWater2->Link();
// Pass #3: Combining into final image // Pass #3: Combining into final image
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/"); m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
m_spDeferred3->Link(); m_SpDeferred3->Link();
/* /*
Forward rendering Forward rendering
*/ */
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/"); m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
m_spForward->Link(); m_SpForward->Link();
/* /*
Screen draw Screen draw
*/ */
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/"); m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
m_spScreen->Link(); m_SpScreen->Link();
} }
void dd::Renderer::CreateBuffers() void dd::Renderer::CreateBuffers()
@@ -124,8 +124,8 @@ void dd::Renderer::CreateBuffers()
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png"); m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png"); m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
glGenRenderbuffers(1, &m_rbDepthBuffer); glGenRenderbuffers(1, &m_RbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
// Generate G-buffer textures // Generate G-buffer textures
@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Create first pass framebuffer // Create first pass framebuffer
glGenFramebuffers(1, &m_fbDeferred1); glGenFramebuffers(1, &m_FbDeferred1);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); 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_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 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); 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 }; GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, firstPassDrawBuffers); glDrawBuffers(4, firstPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
// Generate lighting texture // Generate lighting texture
glGenTextures(1, &m_tLighting); glGenTextures(1, &m_TLighting);
glBindTexture(GL_TEXTURE_2D, 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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Create second pass framebuffer // Create second pass framebuffer
glGenFramebuffers(1, &m_fbDeferred2); glGenFramebuffers(1, &m_FbDeferred2);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, secondPassDrawBuffers); glDrawBuffers(1, secondPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
@@ -210,13 +210,13 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Fill water pass //Fill water pass
glGenFramebuffers(1, &m_fbWater); glGenFramebuffers(1, &m_FbWater);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterPassDrawBuffers); glDrawBuffers(1, waterPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass //Fill waterBlur pass
glGenFramebuffers(1, &m_fbWaterBlur); glGenFramebuffers(1, &m_FbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlurDrawBuffers); glDrawBuffers(1, waterBlurDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
//water Blur texture2 //water Blur texture2
glGenTextures(1, &m_BWater2); glGenTextures(1, &m_BWater2);
glBindTexture(GL_TEXTURE_2D, 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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass2 //Fill waterBlur pass2
glGenFramebuffers(1, &m_fbWaterBlur2); glGenFramebuffers(1, &m_FbWaterBlur2);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur2); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlur2DrawBuffers); glDrawBuffers(1, waterBlur2DrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
// Generate final deferred texture // Generate final deferred texture
glGenTextures(1, &m_tFinal); glGenTextures(1, &m_TFinal);
glBindTexture(GL_TEXTURE_2D, 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); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create third pass framebuffer // Create third pass framebuffer
glGenFramebuffers(1, &m_fbDeferred3); glGenFramebuffers(1, &m_FbDeferred3);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, thirdPassDrawBuffers); glDrawBuffers(1, thirdPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 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); exit(EXIT_FAILURE);
} }
} }
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1, 0, 0, 1); glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spScreen->Bind(); m_SpScreen->Bind();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer); glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
glBindVertexArray(m_ScreenQuad); glBindVertexArray(m_ScreenQuad);
@@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
glClearColor(1, 1, 1, 1); glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spDeferred1->Bind(); m_SpDeferred1->Bind();
DrawScene(objects, *m_spDeferred1); DrawScene(objects, *m_SpDeferred1);
// Pass #2: Lighting // Pass #2: Lighting
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred2->Bind(); m_SpDeferred2->Bind();
DrawLightSpheres(lights); DrawLightSpheres(lights);
// Pass #3: Combine into final deferred image // Pass #3: Combine into final deferred image
glCullFace(GL_BACK); glCullFace(GL_BACK);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred3->Bind(); m_SpDeferred3->Bind();
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f))); glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GDiffuse); glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tLighting); glBindTexture(GL_TEXTURE_2D, m_TLighting);
glBindVertexArray(m_ScreenQuad); glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
} }
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); 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); // glClearColor(1, 0.9, 0.8f, 1);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spForward->Bind(); m_SpForward->Bind();
DrawScene(objects, *m_spForward); DrawScene(objects, *m_SpForward);
//WaterPass //WaterPass
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spWater->Bind(); m_SpWater->Bind();
DrawWater(objects); DrawWater(objects);
} }
@@ -462,7 +462,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
void dd::Renderer::DrawLightSpheres(RenderQueue &lights) void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
{ {
GLuint shaderProgramHandle = *m_spDeferred2; GLuint shaderProgramHandle = *m_SpDeferred2;
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GPosition); glBindTexture(GL_TEXTURE_2D, m_GPosition);
@@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
void dd::Renderer::DrawWater(RenderQueue &rq) void dd::Renderer::DrawWater(RenderQueue &rq)
{ {
GLuint shaderProgramHandle = *m_spWater; GLuint shaderProgramHandle = *m_SpWater;
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix(); glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
glm::mat4 viewMatrix = m_Camera->ViewMatrix(); glm::mat4 viewMatrix = m_Camera->ViewMatrix();
@@ -528,16 +528,16 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
//blur1 //blur1
shaderProgramHandle = *m_spWater2; shaderProgramHandle = *m_SpWater2;
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur); glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
m_spWater2->Bind(); m_SpWater2->Bind();
//TODO: Add this in water particle component. Blurradius //TODO: Add this in water particle component. Blurradius
float radius = 3.f; float radius = 3.f;
@@ -552,14 +552,14 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
//blur2 //blur2
shaderProgramHandle = *m_spWater2; shaderProgramHandle = *m_SpWater2;
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
m_spWater2->Bind(); m_SpWater2->Bind();
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f))); glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height); glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
@@ -617,7 +617,7 @@ GLuint dd::Renderer::CreateQuad()
void dd::Renderer::DebugKeys() void dd::Renderer::DebugKeys()
{ {
if (glfwGetKey(m_Window, GLFW_KEY_F1)) { if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
m_CurrentScreenBuffer = m_tFinal; m_CurrentScreenBuffer = m_TFinal;
} }
if (glfwGetKey(m_Window, GLFW_KEY_F2)) { if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
m_CurrentScreenBuffer = m_GDiffuse; m_CurrentScreenBuffer = m_GDiffuse;
@@ -632,7 +632,7 @@ void dd::Renderer::DebugKeys()
m_CurrentScreenBuffer = m_GSpecular; m_CurrentScreenBuffer = m_GSpecular;
} }
if (glfwGetKey(m_Window, GLFW_KEY_F6)) { if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
m_CurrentScreenBuffer = m_tLighting; m_CurrentScreenBuffer = m_TLighting;
} }
if (glfwGetKey(m_Window, GLFW_KEY_F7)) { if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
m_CurrentScreenBuffer = m_Gwater; m_CurrentScreenBuffer = m_Gwater;
@@ -644,7 +644,7 @@ void dd::Renderer::DebugKeys()
void dd::Renderer::DrawGUI(dd::RenderQueue& rq) void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
{ {
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@@ -652,7 +652,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
m_spScreen->Bind(); m_SpScreen->Bind();
glm::mat4 MVP; 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 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix; glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
MVP = PV * modelMatrix; MVP = PV * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); 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, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture); glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
+19 -10
View File
@@ -29,10 +29,10 @@ void dd::Systems::PhysicsSystem::Initialize()
void dd::Systems::PhysicsSystem::InitializeWater() void dd::Systems::PhysicsSystem::InitializeWater()
{ {
b2ParticleSystemDef m_ParticleSystemDef; float radius = 0.13f;
m_ParticleSystemDef.radius = 0.13f;
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
CreateParticleSystem(radius);
} }
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) 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) { for (auto i : m_EntitiesToParticleHandle) {
EntityID entity = i.first; EntityID entity = i.first;
b2ParticleHandle* particleH = i.second; b2ParticleHandle* particleH = i.second;
@@ -297,29 +297,38 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
b2ParticleGroupDef pd; b2ParticleGroupDef pd;
b2PolygonShape shape; 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); shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
pd.shape = &shape; pd.shape = &shape;
pd.flags = b2_tensileParticle; pd.flags = b2_tensileParticle;
pd.position.Set(transform->Position.x, transform->Position.y); pd.position.Set(transform->Position.x, transform->Position.y);
t_ParticleGroup.push_back(m_ParticleSystem->CreateParticleGroup(pd)); t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer(); b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){ for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
{ {
auto t_waterparticle = m_World->CreateEntity(e); auto t_waterparticle = m_World->CreateEntity(e);
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle); 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->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_World->CommitEntity(t_waterparticle);
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i))); m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle)); 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() dd::Systems::PhysicsSystem::~PhysicsSystem()
{ {
if (m_ContactListener != nullptr) { if (m_ContactListener != nullptr) {