Added instanced drawing to the GBuffer
This commit is contained in:
parent
ba19742bfe
commit
f422d1d138
@ -129,6 +129,7 @@
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<EntryPointSymbol>mainCRTStartup</EntryPointSymbol>
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<IgnoreSpecificDefaultLibraries>libcmt.lib</IgnoreSpecificDefaultLibraries>
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<AdditionalOptions>/ignore:4099 %(AdditionalOptions)</AdditionalOptions>
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<Profile>true</Profile>
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</Link>
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<PostBuildEvent>
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<Command>cd "$(SolutionDir)NFPackCreator\AssetBuild" && "$(SolutionDir)NFPackCreator\bin\Win32$(Configuration)\NFPackCreator.exe" && del "$(OutDir)assets\" /Q /S && move "$(SolutionDir)NFPackCreator\AssetBuild\*.nfpack" "$(OutDir)assets\"</Command>
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@ -173,6 +174,7 @@
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<EntryPointSymbol>mainCRTStartup</EntryPointSymbol>
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<IgnoreSpecificDefaultLibraries>libcmt.lib</IgnoreSpecificDefaultLibraries>
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<AdditionalOptions>/ignore:4099 %(AdditionalOptions)</AdditionalOptions>
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<Profile>true</Profile>
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</Link>
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<PostBuildEvent>
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<Command>cd "$(SolutionDir)NFPackCreator\AssetBuild" && "$(SolutionDir)NFPackCreator\bin\Win32$(Configuration)\NFPackCreator.exe" && del "$(OutDir)assets\" /Q /S && move "$(SolutionDir)NFPackCreator\AssetBuild\*.nfpack" "$(OutDir)assets\"</Command>
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@ -24,7 +24,7 @@ void MainState::onEnter() {
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for (int x = 0; x < 10; x++) {
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for (int y = 0; y < 10; y++) {
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entities.push_back(new nf::Entity);
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entities.back()->create(ap["spec.obj"]);
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entities.back()->create(ap["2mats.obj"]);
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entities.back()->setPosition(5.0 + x * 2.1, 0.05, -5.0 + y * 2.1);
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}
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}
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@ -25,6 +25,6 @@ void main() {
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normals = hasNormTex[matNum] ? normalize(tbn * (texture(normalTexture[matNum], texCoord).xyz * 2.0 - 1.0)) : normal;
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diffuse = hasDiffuseTex[matNum] ? texture(diffuseTexture[matNum], texCoord).rgb : diffuseColor[matNum];
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specular.r = specPower[matNum];
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specular.g = hasSpecTex[matNum] ? texture(specularTexture[matNum], texCoord).r : 1.0;
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specular.g = hasSpecTex[matNum] ? texture(specularTexture[matNum], texCoord).r : 0.2;
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specular.b = 1.0;
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}
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@ -6,7 +6,7 @@ layout(location = 2) in vec3 normals;
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layout(location = 3) in vec3 tangent;
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layout(location = 4) in int matN;
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uniform mat4 model;
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uniform mat4 model[60];
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uniform mat4 view;
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uniform mat4 proj;
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@ -17,10 +17,10 @@ out mat3 tbn;
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flat out int matNum;
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void main() {
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vec4 world = model * vec4(pos, 1.0);
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vec4 world = model[gl_InstanceID] * vec4(pos, 1.0);
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fragPos = world.xyz;
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texCoord = texCoords;
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mat3 normalMat = transpose(inverse(mat3(model)));
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mat3 normalMat = transpose(inverse(mat3(model[gl_InstanceID])));
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vec3 t = normalize(normalMat * tangent);
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vec3 n = normalize(normalMat * normals);
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normal = n;
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@ -3,10 +3,10 @@
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layout(location = 0) in vec3 pos;
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uniform mat4 lightSpace;
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uniform mat4 model;
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uniform mat4 model[60];
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out vec3 texCoord;
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void main() {
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gl_Position = lightSpace * model * vec4(pos, 1.0);
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gl_Position = lightSpace * model[gl_InstanceID] * vec4(pos, 1.0);
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}
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@ -2,8 +2,8 @@
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layout(location = 0) in vec3 pos;
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uniform mat4 model;
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uniform mat4 model[60];
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void main() {
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gl_Position = model * vec4(pos, 1.0);
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gl_Position = model[gl_InstanceID] * vec4(pos, 1.0);
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}
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@ -94,7 +94,7 @@
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE; GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -120,7 +120,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE; GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -146,7 +146,7 @@
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE; GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -172,7 +172,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE; GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -71,22 +71,23 @@ namespace nf {
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void Entity::render(Shader* shader, bool onlyDepth) {
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shader->bind();
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setModelMatrix(shader);
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m_model->render(shader, onlyDepth);
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glm::mat4 model = getModelMatrix();
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shader->setUniform("model[0]", model);
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m_model->render(shader, onlyDepth, 1);
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}
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Model* Entity::getModel() const {
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return m_model;
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}
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void Entity::setModelMatrix(Shader* shader) {
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const glm::mat4 Entity::getModelMatrix() {
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glm::mat4 model(1.0f);
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model = glm::translate(model, glm::vec3(m_position.x, m_position.y, m_position.z));
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model = glm::rotate(model, glm::radians((float)m_rotation.x), glm::vec3(1.0, 0.0, 0.0));
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model = glm::rotate(model, glm::radians((float)m_rotation.y), glm::vec3(0.0, 1.0, 0.0));
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model = glm::rotate(model, glm::radians((float)m_rotation.z), glm::vec3(0.0, 0.0, 1.0));
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model = glm::scale(model, glm::vec3(m_scale.x, m_scale.y, m_scale.z));
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shader->setUniform("model", model);
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return model;
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}
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void Entity::destroy() {
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@ -4,6 +4,7 @@
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#include "Application.h"
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#include "Entity.h"
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#include "Model.h"
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#include "Shader.h"
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namespace nf {
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@ -44,8 +45,29 @@ namespace nf {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_BLEND);
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for (Entity* curr : entites)
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curr->render(shader);
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for (Entity* curr : entites) {
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m_modelsToDraw[curr->getModel()].push_back(curr->getModelMatrix());
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}
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for (auto& curr : m_modelsToDraw) {
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std::vector<glm::mat4>& mats = curr.second;
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std::string pos;
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unsigned int modelsRemaining = mats.size();
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while (modelsRemaining != 0) {
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unsigned int modelCount;
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if (modelsRemaining > 60)
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modelCount = 60;
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else
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modelCount = modelsRemaining;
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modelsRemaining -= modelCount;
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for (unsigned int i = 0; i < modelCount; i++) {
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pos = std::to_string(i) + "]";
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shader->setUniform(m_modelString + pos, mats[i]);
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}
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curr.first->render(shader, false, modelCount);
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mats.erase(mats.begin(), mats.begin() + modelCount);
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}
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}
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m_modelsToDraw.clear();
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glEnable(GL_BLEND);
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//TODO: Blit depth buffer for transparent objects later
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@ -310,12 +310,12 @@ namespace nf {
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m_ib = new IndexBuffer(&vboIndices[0], vboIndices.size());
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}
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void Model::render(Shader* shader, bool onlyDepth) {
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void Model::render(Shader* shader, bool onlyDepth, unsigned int count) {
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m_vao->bind();
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m_ib->bind();
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if (!onlyDepth)
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bindMaterials(shader);
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glDrawElements(GL_TRIANGLES, m_ib->getCount(), GL_UNSIGNED_INT, nullptr);
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glDrawElementsInstanced(GL_TRIANGLES, m_ib->getCount(), GL_UNSIGNED_INT, nullptr, count);
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}
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void Model::bindMaterials(Shader* shader) {
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@ -2,6 +2,9 @@
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#include "Assets.h"
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#include "NFObject.h"
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#include "Utility.h"
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#ifdef NFENGINE
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#include "glm/glm.hpp"
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#endif
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namespace nf {
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class Shader;
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@ -22,13 +25,14 @@ namespace nf {
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void setScale(double x, double y, double z);
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void setScale(const Vec3& scale);
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void render(Shader* shader, bool onlyDepth = false);
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void render(Shader* shader, bool onlyDepth);
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Model* getModel() const;
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#ifdef NFENGINE
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const glm::mat4 getModelMatrix();
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#endif
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void destroy() override;
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~Entity();
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private:
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void setModelMatrix(Shader* shader);
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bool m_constructed;
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Model* m_model;
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@ -1,9 +1,12 @@
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#pragma once
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#include <vector>
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#include <array>
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#include <unordered_map>
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#include "glm\glm.hpp"
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namespace nf {
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class Entity;
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class Model;
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class Shader;
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class GBuffer {
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@ -19,7 +22,9 @@ namespace nf {
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unsigned int m_FBO;
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std::array<unsigned int, 4> m_textures;
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unsigned int m_depth;
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unsigned int m_width, m_height;
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std::unordered_map<Model*, std::vector<glm::mat4>> m_modelsToDraw;
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const std::string m_modelString = "model[";
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};
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}
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@ -11,7 +11,7 @@ namespace nf {
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public:
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Model(AModel* model);
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void render(Shader* shader, bool onlyDepth);
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void render(Shader* shader, bool onlyDepth, unsigned int count);
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void bindMaterials(Shader* shader);
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bool isBaseAsset();
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@ -6,6 +6,8 @@
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#include <array>
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#include <Windows.h>
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#include "Application.h"
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#include "Renderer.h"
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#include "Config.h"
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#include "Utility.h"
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#include "IntroGamestate.h"
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@ -17,156 +19,4 @@
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#include "UITexture.h"
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#include "Button.h"
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#include "Sound.h"
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#include "Input.h"
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namespace nf {
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class Drawable;
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class Shader;
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class Model;
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class GBuffer;
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class AudioEngine;
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class Renderer {
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public:
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Renderer(Application* app);
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void setFade(bool in, bool out, bool noText);
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bool isFadeOutComplete();
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void render(Entity& in);
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void render(UIElement& in);
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void render(Light& in);
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void render(Cubemap& in);
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void doFrame(Camera* camera, double dT);
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~Renderer();
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private:
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void renderShadowMaps(unsigned int count);
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void loadBaseAssets();
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void createShadowMaps();
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Application* m_app;
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HDC m_hdc;
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HGLRC m_hglrc;
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AssetPack m_baseAP;
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GBuffer* m_gBuffer;
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unsigned int m_shadowMapFBO;
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int m_directionalDepthTexSize;
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int m_pointDepthTexSize;
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std::vector<unsigned int> m_directionalShadowMaps;
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std::vector<unsigned int> m_pointShadowMaps;
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unsigned int m_texSlots;
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std::vector<Light*> m_lights;
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std::vector<Entity*> m_lGame;
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Cubemap* m_cubemap;
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std::vector<UIElement*> m_lUI;
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Shader* m_gBufferShader;
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Shader* m_lightingShader;
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Shader* m_textShader;
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Shader* m_uiTextureShader;
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Shader* m_cubemapShader;
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Shader* m_fadeShader;
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Shader* m_directionalShadowShader;
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Shader* m_pointShadowShader;
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bool m_fadeIn, m_fadeOut;
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bool m_fadeNoText;
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bool m_fadeOutComplete;
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Text m_loadingText;
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VertexArray* m_quadVAO;
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IndexBuffer* m_quadIB;
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};
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class Application {
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public:
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Application(Config& conf);
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Application() = delete;
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Application(Application& other) = delete;
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void setWindowIcon(HANDLE hIcon);
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void setWindowCursor(HCURSOR hCursor);
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AudioEngine* getAudioEngine() const;
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void addState(Gamestate* state, const std::string& stateName);
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void addDefaultState(const std::string& stateName);
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const std::string& getDefaultState();
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void run();
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bool isCustomWindowIcon();
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void changeState(const std::string& stateName);
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Gamestate* getCurrentState();
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void showWindow(bool show);
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const HWND& getWindow();
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void changeConfig(const Config& in);
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const Config& getConfig() const;
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int getFPS() const;
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bool isKeyHeld(unsigned int code);
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bool isKeyPressed(unsigned int code);
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bool isMouse(unsigned int code);
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void trackMouse(bool track);
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void getMouseDiff(int& x, int& y);
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Vec2 getMousePos();
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static Application* getApp();
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void quit();
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~Application();
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private:
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void registerWindowClass();
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RECT getWindowRect() const;
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void calculateNewWindowPos(int& x, int& y);
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void toggleFullscreen();
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void updateMouse();
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void runMainGameThread();
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void doStateChange();
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static void setApp(Application* app);
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static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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static Application* currentApp;
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Config m_currentConfig;
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bool m_running;
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bool m_quit;
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HINSTANCE m_hInst;
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LPCWSTR m_wclassName;
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HWND m_window;
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bool m_customWindowIconSet;
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LONG m_defaultWindowStyle;
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unsigned int m_altWidth, m_altHeight;
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std::chrono::duration<double> m_fpsDuration;
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double m_deltaTime;
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std::chrono::steady_clock::time_point m_fpsClock1 = std::chrono::steady_clock::now();
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std::chrono::steady_clock::time_point m_fpsClock2 = m_fpsClock1;
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const int m_targetFPS = 60;
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const double m_minFrametime = 1.0 / m_targetFPS;
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int m_FPS;
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//Inactive states to potentially be active during the Application's lifetime
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//Mapped to const char* to be referenced later in the frontend
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std::unordered_map<std::string, Gamestate*> m_states;
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Gamestate* m_sIntro;
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std::string m_defaultState;
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bool m_defaultStateAdded;
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Gamestate* m_currentState;
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bool m_stateChange;
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std::string m_nextState;
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//Array of booleans that represent keyboard and mouse input minus the scrollwheel
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std::array<bool, 164> m_keysPressed;
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unsigned int m_mouseX, m_mouseY;
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bool m_trackingMouse;
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bool m_mouseTrackFirst;
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int m_mouseDiffX, m_mouseDiffY;
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//Renderer object to use OpenGL to render the current state
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Renderer* m_renderer;
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AudioEngine* m_audio;
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};
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}
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#include "Input.h"
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Block a user