Пример #1
0
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);

}
Пример #3
0
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))));
		}
	}
}