void gfx::LineRenderProgram::Draw() { glDisable( GL_DEPTH_TEST ); glLineWidth(4.0f); glEnable(GL_BLEND); ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_ProgramHandle); prog->Apply(); glm::mat4 vp = m_RenderJobManager->GetProj() * m_RenderJobManager->GetView(); prog->SetUniformMat4("vp", vp); rVector<Line>& lines = m_RenderJobManager->GetLines(); for(int i = 0; i < lines.size(); i++) { prog->SetUniformVec4("Color", lines[i].Color); prog->SetUniformVec3("pos1", lines[i].Origin); prog->SetUniformVec3("pos2", lines[i].Destination); prog->SetUniformFloat("animation", lines[i].AnimationProgres); if(lines[i].Dashed) { prog->SetUniformTextureHandle("Tex", m_DashedTexture, 0); } else { prog->SetUniformTextureHandle("Tex", m_Texture, 0); } glBindVertexArray( 0 ); glDrawArrays(GL_POINTS, 0, 1); } glUseProgram( 0 ); glEnable( GL_DEPTH_TEST ); glLineWidth(1.0f); glDisable(GL_BLEND); }
void gfx::BloomProgram::Render(){ //Do brightpass ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_BrightPassShader); prog->Apply(); const int WORK_GROUP_SIZE = 32; GLuint WorkGroupSizeX = GLuint((m_Width + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE)); GLuint WorkGroupSizeY = GLuint((m_Height + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE)); prog->SetUniformTextureHandle("g_Image", m_TargetTex, 1); prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height)); prog->SetUniformFloat("g_Threshold", 0.4f); prog->SetUniformFloat("g_Smoothness", 0.8f); glBindImageTexture(0, m_BloomTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 1); //blur result m_BlurProgram->Render(); //add to final target prog = g_ShaderBank.GetProgramFromHandle(m_BloomShader); prog->Apply(); prog->SetUniformTextureHandle("g_BluredBloomTex", m_BlurProgram->GetBluredTexture(), 1); prog->SetUniformTextureHandle("g_ColorBuffer", m_TargetTex, 2); prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height)); glBindImageTexture(0, m_BloomTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 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)))); } } }