void gfx::GraphicsEngine::RenderToTexture(RenderQueue* drawQueue){ TextureHandle target = drawQueue->GetTargetTexture(); m_FrameBuffer.SetTexture(target); m_FrameBuffer.Apply(); ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader); spriteProg->Apply(); glBindVertexArray(0); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); static bool additive = false; ImGui::Checkbox("Additive", &additive); if (additive){ glBlendFunc(GL_SRC_ALPHA, GL_ONE); } else { glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } //static glm::vec4 color = glm::vec4(1); //ImGui::ColorEdit4("BrushColor", &color[0], true); for (auto& brush : drawQueue->GetBrushQueue()){ Texture* brushTex = g_MaterialBank.GetTexture(brush.Texture); glm::vec2 brushSize(brush.Size / (m_Width * 0.5f), brush.Size / m_Height); spriteProg->SetUniformVec4("g_Pos", glm::vec4(glm::vec2(brush.Position.x - brushSize.x * 0.5f, 1.0f - brush.Position.y + brushSize.y * 0.5f), 0, 0)); spriteProg->SetUniformVec4("g_Size", glm::vec4(brushSize.x, brushSize.y, 1, 1)); spriteProg->SetUniformVec4("g_Color", ColorPicker::m_color); brushTex->Apply(spriteProg->FetchUniform("g_Texture"), 0); spriteProg->SetUniformBool("g_GreyScale", false); glDrawArrays(GL_POINTS, 0, 1); } glBindFramebuffer(GL_FRAMEBUFFER, 0); }
void gfx::GraphicsEngine::RenderSprites(RenderQueue* drawQueue){ glViewport(0, 0, m_Width, m_Height); //Render Sprites ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader); spriteProg->Apply(); glBindVertexArray(0); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for (int layer = 0; layer < 3; layer++){ for (auto& spr : drawQueue->GetSpriteQueue()[layer]){ spriteProg->SetUniformVec4("g_Pos", spr.GetPosFlt()); spriteProg->SetUniformVec4("g_Size", spr.GetSizeFlt()); spriteProg->SetUniformVec4("g_Color", spr.GetColor()); g_MaterialBank.GetTexture(spr.GetTexture())->Apply(spriteProg->FetchUniform("g_Texture"), 0); if (g_MaterialBank.GetTexture(spr.GetTexture())->GetChannels() == 1){ spriteProg->SetUniformBool("g_GreyScale", true); } else{ spriteProg->SetUniformBool("g_GreyScale", false); } glDrawArrays(GL_POINTS, 0, 1); } } }
void gfx::GraphicsEngine::RenderGeometry(RenderQueue* drawQueue){ glViewport(0, BUTTON_SIZE, (GLsizei)(m_Width * 0.5f), (GLsizei)m_Height - BUTTON_SIZE * 2); //glDisable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); g_ModelBank.ApplyBuffers(); ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_Shader); prog->Apply(); prog->SetUniformMat4("g_ViewProj", m_Camera.GetViewProjection()); prog->SetUniformVec3("g_Campos", m_Camera.GetPosition()); glm::vec3 lightDir = glm::vec3(0.5f,-1,0.5f); static float lightangle = 4.0f; glm::vec4 temp = glm::vec4(lightDir, 0) * glm::rotate(lightangle, glm::vec3(0, 1, 0)); prog->SetUniformVec3("g_LightDir", glm::vec3(temp.x, temp.y, temp.z)); prog->SetUniformVec3("g_CamDir", m_Camera.GetForward()); m_SkyTex->Apply(prog->FetchUniform("g_SkyCubeTex"), 1); m_IrradianceTex->Apply(prog->FetchUniform("g_IrradianceCubeTex"), 2); for (auto& object : drawQueue->GetQueue()){ Model model = g_ModelBank.FetchModel(object.Model); prog->SetUniformMat4("g_World", object.world); for (auto& mesh : model.Meshes){ Material* mat = g_MaterialBank.GetMaterial(model.MaterialOffset + mesh.Material); Texture* albedoTex = g_MaterialBank.GetTexture(mat->GetAlbedoTexture()); Texture* normalTex = g_MaterialBank.GetTexture(mat->GetNormalTexture()); Texture* roughnessTex = g_MaterialBank.GetTexture(mat->GetRoughnessTexture()); Texture* metalTex = g_MaterialBank.GetTexture(mat->GetMetalTexture()); prog->SetUniformTextureHandle("g_DiffuseTex", albedoTex->GetHandle(), 0); prog->SetUniformTextureHandle("g_NormalTex", normalTex->GetHandle(), 3); prog->SetUniformTextureHandle("g_RoughnessTex", roughnessTex->GetHandle(), 4); prog->SetUniformTextureHandle("g_MetallicTex", metalTex->GetHandle(), 5); glDrawElements(GL_TRIANGLES, mesh.Indices, GL_UNSIGNED_INT, (GLvoid*)(0 + ((model.IndexHandle + mesh.IndexBufferOffset) * sizeof(unsigned int)))); } } }
void TerrainDeformationProgram::Render(RenderQueue* rq){ ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_DrawProgram); prog->Apply(); glBindVertexArray(0); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); //glBlendFunc(GL_SRC_ALPHA, GL_ONE); //additive for (auto& td : rq->GetDeformations()){ Terrain* terrain = g_TerrainManager.GetTerrainFromHandle(td.Terrain); glm::vec2 textureSize = terrain->GetHeightHighResSize(); m_FrameBuffer->SetTexture(terrain->GetHeightMap(), textureSize.x, textureSize.y); m_FrameBuffer->Apply(); glViewport(0, 0, textureSize.x, textureSize.y); //prog->SetUniformTextureHandle("g_Texture", m_BrushTexture, 0); m_BrushTex->Apply(prog->FetchUniform("g_Texture"), 0); prog->SetUniformVec4("g_Pos", glm::vec4(td.Position.x , 1.0f - td.Position.y, 0, 0)); prog->SetUniformVec4("g_Size", glm::vec4(td.Size, 1, 1)); glm::vec3 dir = td.Up ? glm::vec3(1) : glm::vec3(0); prog->SetUniformVec4("g_Color", glm::vec4(dir, td.Strength)); prog->SetUniformBool("g_GreyScale", false); glDrawArrays(GL_POINTS, 0, 1); //filter area glm::vec4 pixelArea = glm::vec4((td.Position * textureSize) - glm::vec2(-2), (td.Size * textureSize) + glm::vec2(4)); const int WORK_GROUP_SIZE = 32; GLuint WorkGroupSizeX = GLuint((pixelArea.z + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE)); GLuint WorkGroupSizeY = GLuint((pixelArea.w + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE)); ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_FilterProgram); prog->Apply(); prog->SetUniformVec4("g_PixelArea", pixelArea); glBindImageTexture(0, terrain->GetHeightMap(), 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F); glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 1); } glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); }
void gfx::GraphicsEngine::RenderActiveTarget(){ glViewport((GLint)(m_Width * 0.5f), BUTTON_SIZE, (GLint)(m_Width * 0.5f), m_Height - BUTTON_SIZE * 2); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader); spriteProg->Apply(); glBindVertexArray(0); Texture* tex = g_MaterialBank.GetTexture(m_FrameBuffer.GetTexture()); float sizeH; sizeH = tex->GetHeight() / tex->GetWidth(); tex->Apply(spriteProg->FetchUniform("g_Texture"), 0); spriteProg->SetUniformVec4("g_Color", glm::vec4(1)); spriteProg->SetUniformVec4("g_Pos", glm::vec4(0.0f, 0.5f + sizeH * 0.5f, 0.0f,0.0f)); spriteProg->SetUniformVec4("g_Size", glm::vec4(1.0f, sizeH, 1.0f, 1.0f)); if (tex->GetChannels() == 1){ spriteProg->SetUniformBool("g_GreyScale", true); } else{ spriteProg->SetUniformBool("g_GreyScale", false); } glDrawArrays(GL_POINTS, 0, 1); }
void gfx::BasicRenderProgram::Draw(DrawData* data) { //draw int flag = data->ShaderFlags; g_ModelBank.ApplyBuffers( POS_NORMAL_TEX_TANGENT ); ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_ProgramHandle); prog->Apply(); m_RenderJobManager->BindBuffers(prog); GLint loc = -1; if(flag & FRAGMENT_DIFFUSEMAP) { Texture* diffuse = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Diffuse); loc = prog->FetchUniform("g_DiffuseTex"); diffuse->Apply(loc, 0); prog->SetUniformBool("useDiffuse",true); } else { prog->SetUniformBool("useDiffuse",false); } if(flag & FRAGMENT_NORMALMAP) { Texture* normal = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Normal); loc = prog->FetchUniform("g_NormalTex"); normal->Apply(loc, 1); prog->SetUniformBool("useNormal",true); } else { prog->SetUniformBool("useNormal",false); } if(flag & FRAGMENT_ROUGHNESSMAP) { Texture* roughness = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Roughness); loc = prog->FetchUniform("g_RoughnessTex"); roughness->Apply(loc, 2); prog->SetUniformBool("useRoughness",true); } else { prog->SetUniformBool("useRoughness",false); } if(flag & FRAGMENT_METALMAP) { Texture* metal = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Metal); loc = prog->FetchUniform("g_MetalTex"); metal->Apply(loc, 3); prog->SetUniformBool("useMetal",true); } else { prog->SetUniformBool("useMetal",false); } BasicData* frameData = (BasicData*)(data->ExtraData); prog->SetUniformInt("numPLights", frameData->PointLightCount); prog->SetUniformInt("numDLights", frameData->DirLightCount); prog->SetUniformUInt("BatchCounts",frameData->BatchOffset); prog->SetUniformVec2("g_WorldSize", frameData->WorldSize); prog->SetUniformMat4("ShadowMat",frameData->ShadowMat); loc = prog->FetchUniform("g_LightCubeTex"); frameData->SkyTex->Apply(loc, 4); loc = prog->FetchUniform("g_IrradianceCube"); frameData->IrradianceTex->Apply(loc, 5); //fog tex loc = prog->FetchUniform("g_FogOfWarTex"); glUniform1i(loc,6); glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, frameData->FogTex); //fog tex loc = prog->FetchUniform("g_ShadowMap"); glUniform1i(loc,7); glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, frameData->ShadowTex); if (m_HasDrawID) { GPU_PROFILE( AutoGPUProfiler gpMultiDraw( "BasicRenderProgramMultiDrawElementsIndirect" ); ); glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, (GLvoid*)(sizeof(IndirectDrawCall) * (frameData->BatchOffset)), frameData->BatchCount, 0); GPU_PROFILE( gpMultiDraw.Stop(); );