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::GraphicsEngine::RenderGizmos(RenderQueue* drawQueue){ ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_GizmoProgram); prog->Apply(); prog->SetUniformMat4("g_ViewProj", m_Camera.GetViewProjection()); glDisable(GL_DEPTH_TEST); for (auto& gizmo : drawQueue->GetGizmoQueue()){ Model model = g_ModelBank.FetchModel(gizmo.Model); prog->SetUniformMat4("g_World", gizmo.world); for (auto& mesh : model.Meshes){ prog->SetUniformVec4("g_Color", gizmo.Color); glDrawElements(GL_TRIANGLES, mesh.Indices, GL_UNSIGNED_INT, (GLvoid*)(0 + ((model.IndexHandle + mesh.IndexBufferOffset) * sizeof(unsigned int)))); } } glEnable(GL_DEPTH_TEST); }
void gfx::GraphicsEngine::RenderWireFrame(RenderObject ro){ glViewport(0, 0, (GLsizei)(m_Width * 0.5f), (GLsizei)m_Height); glDepthFunc(GL_EQUAL); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 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()); Model model = g_ModelBank.FetchModel(ro.Model); prog->SetUniformMat4("g_World", ro.world); for (auto& mesh : model.Meshes){ glDrawElements(GL_TRIANGLES, mesh.Indices, GL_UNSIGNED_INT, (GLvoid*)(0 + ((model.IndexHandle + mesh.IndexBufferOffset) * sizeof(unsigned int)))); } glDepthFunc(GL_LESS); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }
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 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(); );