Added renderQueue for water and created buffers for the water to use.

This commit is contained in:
tleety
2015-09-23 12:07:28 +02:00
parent 94401a10ee
commit 8e2eb63c5e
4 changed files with 60 additions and 2 deletions
+9
View File
@@ -440,6 +440,15 @@ public:
}
void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color)
{
WaterParticleJob job;
job.Position = position;
job.Color = color;
m_RendererQueue.Deferred.Add(job);
}
private:
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
+10
View File
@@ -115,6 +115,12 @@ struct PointLightJob : RenderJob
}
};
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
glm::vec4 Color;
};
class RenderQueue
{
public:
@@ -153,12 +159,14 @@ struct RenderQueueCollection
RenderQueue Deferred;
RenderQueue Forward;
RenderQueue Lights;
RenderQueue Water;
void Clear()
{
Deferred.Clear();
Forward.Clear();
Lights.Clear();
Water.Clear();
}
void Sort()
@@ -166,6 +174,8 @@ struct RenderQueueCollection
Deferred.Sort();
Forward.Sort();
Lights.Sort();
//TODO: Is water sort needed?
Water.Sort();
}
};
+8
View File
@@ -72,6 +72,7 @@ private:
ShaderProgram* m_spDeferred3;
ShaderProgram* m_spForward;
ShaderProgram* m_spScreen;
ShaderProgram* t_m_spWater;
GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr;
@@ -89,6 +90,12 @@ private:
GLuint m_tLighting = 0;
GLuint m_fbDeferred3 = 0;
GLuint m_tFinal = 0;
//Water "Diffuse" texture
GLuint t_m_GWater = 0;
//Water blur texture
GLuint t_m_tWater;
//WAterpass Framebuffer
GLuint t_m_fbWater;
GLuint m_CurrentScreenBuffer = 0;
void LoadShaders();
@@ -101,6 +108,7 @@ private:
void DrawForward(RenderQueue &objects, RenderQueue &lights);
void DrawScene(RenderQueue &objects, ShaderProgram &program);
void DrawLightSpheres(RenderQueue &lights);
void DrawWater(RenderQueue &objects);
void DebugKeys();
};
+33 -2
View File
@@ -149,6 +149,15 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//WaterTest
glGenTextures(1, &t_m_GWater);
glBindTexture(GL_TEXTURE_2D, t_m_GWater);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
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_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Create first pass framebuffer
glGenFramebuffers(1, &m_fbDeferred1);
@@ -158,8 +167,10 @@ void dd::Renderer::CreateBuffers()
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_ATTACHMENT3, GL_TEXTURE_2D, m_GSpecular, 0);
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, firstPassDrawBuffers);
//WaterTest
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, t_m_GWater, 0);
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4 };
glDrawBuffers(5, firstPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
@@ -185,6 +196,26 @@ void dd::Renderer::CreateBuffers()
exit(EXIT_FAILURE);
}
//Blur the water
glGenTextures(1, &t_m_tWater);
glBindTexture(GL_TEXTURE_2D, t_m_tWater);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Blur water pass
glGenFramebuffers(1, &t_m_fbWater);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_tWater, 0);
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, secondPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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);