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::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::RenderLines(RenderQueue* drawQueue){ //Fill vertex buffer int bufferSize = 0; for (auto& it : drawQueue->GetLineQueue()){ bufferSize += it.Lines.size(); } int i = 0; for (auto& it : drawQueue->GetLineQueue()){ memcpy(m_LineBuffer + i * sizeof(glm::vec2), it.Lines.data(), it.Lines.size() * sizeof(glm::vec2)); i += it.Lines.size(); } glBindBuffer(GL_ARRAY_BUFFER, m_LineVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize * sizeof(glm::vec2), m_LineBuffer); glBindVertexArray(m_LineVAO); //set shader ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_LineProgram); prog->Apply(); prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height)); prog->SetUniformVec2("g_ScreenPos", glm::vec2(0, 0)); //issue draw calls i = 0; glViewport(0, 0,m_Width,m_Height); for (auto& it : drawQueue->GetLineQueue()){ prog->SetUniformVec4("g_Color", it.Color); glDrawArrays(GL_LINES, i, it.Lines.size()); i += it.Lines.size(); } }
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::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); }