deferred rendering can be enabled for certain meshes

main
Nigel Barink 2023-01-13 17:55:45 +01:00
parent 13f67a7cdb
commit 79b68fbff1
6 changed files with 36 additions and 33 deletions

View File

@ -82,6 +82,8 @@ public:
auto& render3d = selected.GetComponent<Render3DComponent>();
if (ImGui::CollapsingHeader("Render3D", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
ImGui::Checkbox("Use static rendering:", &render3d.isStatic);
}
}
static bool deferred = true;

View File

@ -81,14 +81,12 @@ public:
const float sensitivity = 0.1;
static bool firstMouse = true;
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_MIDDLE) ){
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT) ){
glfwSetInputMode(AppWindow.GetGLFWHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
auto newX = getCursorPosX(&AppWindow);
auto newY = getCursorPosY(&AppWindow);
if (firstMouse)
{
lastX = newX;
@ -115,31 +113,25 @@ public:
cam.pitch = -89.0f;
}
// Check for Camara movement input here!
if (keyIsPressed(YOGGIE_KEY_W)) {
cam.Position += cam.Front * movement_speed;
else if (firstMouse == false)
{
glfwSetInputMode(AppWindow.GetGLFWHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
firstMouse = true;
}
// Check for Camara movement input here!
if (keyIsPressed(YOGGIE_KEY_W))
cam.Position += cam.Front * movement_speed;
if (keyIsPressed(YOGGIE_KEY_A))
{
cam.Position -= cam.Right * movement_speed;
}
if (keyIsPressed(YOGGIE_KEY_S)) {
if (keyIsPressed(YOGGIE_KEY_S))
cam.Position -= cam.Front * movement_speed;
}
if (keyIsPressed(YOGGIE_KEY_D)) {
if (keyIsPressed(YOGGIE_KEY_D))
cam.Position += cam.Right * movement_speed;
}
}
}

View File

@ -2,12 +2,14 @@
#include "Scene/Components.h"
namespace YoggieEngine {
struct DrawCommand {
bool isDynamic;
unsigned int VAO_identifier;
unsigned int num_elements;
unsigned int IBO_identifier;
TransformComponent& transform;
Shader& shader;
glm::vec3& color;
// Material
};
};

View File

@ -21,7 +21,6 @@ std::vector<glm::vec3> vegetation = {
unsigned int transparentVAO, transparentVBO;
Texture grassTexture;
float skyboxVertices[]{
// positions
-1.0f, 1.0f, -1.0f,
@ -72,7 +71,8 @@ Renderer::Renderer(RendererConfig& config)
gBufferShader("build/Debug/Shaders/deferred/geometry.vert", "build/Debug/Shaders/deferred/geometry.frag"),
lightingPassShader("build/Debug/Shaders/deferred/lightPass.vert", "build/Debug/Shaders/deferred/lightPass.frag"),
SkyboxShader("build/Debug/Shaders/Cubemaps/Skybox.vert", "build/Debug/Shaders/Cubemaps/Skybox.frag"),
BlendingShader("build/Debug/Shaders/forward/Blending.vert", "build/Debug/Shaders/forward/Blending.frag")
BlendingShader("build/Debug/Shaders/forward/Blending.vert", "build/Debug/Shaders/forward/Blending.frag"),
forwardShader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag")
{
width = config.ScreenWidth;
height = config.ScreenHeight;
@ -231,7 +231,7 @@ void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& t
renderComponent.IBO = elementBuffer.getBufferID();
}
DrawCommand dc = { renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.shader, renderComponent.color };
DrawCommand dc = { renderComponent.isStatic , renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.color };
commands.push_back(dc);
}
@ -242,6 +242,9 @@ void Renderer::GeometryPass() {
for (const DrawCommand& command : commands)
{
if (command.isDynamic == true)
continue;
glBindVertexArray(command.VAO_identifier);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
@ -396,15 +399,18 @@ void Renderer::Render(Scene& scene)
for (const DrawCommand& command : commands)
{
if (command.isDynamic == false)
continue;
glBindVertexArray(command.VAO_identifier);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
command.shader.Use();
forwardShader.Use();
command.shader.setUniformVec3("Color", command.color);
command.shader.setUniformMat4("M", command.transform.LocalTransform);
command.shader.setUniformMat4("V", cam.ViewMatrix);
command.shader.setUniformMat4("P", cam.ProjectionMatrix);
forwardShader.setUniformVec3("Color", command.color);
forwardShader.setUniformMat4("M", command.transform.LocalTransform);
forwardShader.setUniformMat4("V", cam.ViewMatrix);
forwardShader.setUniformMat4("P", cam.ProjectionMatrix);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
GL_UNSIGNED_INT, NULL);

View File

@ -50,6 +50,8 @@ namespace YoggieEngine {
unsigned int skyboxVAO = 0;
CubeMap sky;
Shader forwardShader;
// deferred rending parameters
unsigned int gBuffer, gPosition, gNormal, gColorSpec, gDepth;
Shader lightingPassShader;

View File

@ -48,11 +48,10 @@ namespace YoggieEngine {
Mesh mesh;
// TODO: becomes a material
glm::vec3 color;
Shader shader;
bool isStatic;
Render3DComponent()
: shader(Shader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag")),
color(glm::vec3(1.0f, 0.0f, 0.0f))
: color(glm::vec3(1.0f, 0.0f, 0.0f)) , isStatic(true)
{
}
};