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f9b696f9e8 | ||
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6d7d7571b5 | ||
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f51b435a9d | ||
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d074dc71a5 | ||
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d48097c645 | ||
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3810f74e81 | ||
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3be84d07de | ||
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120f18b1f9 |
@@ -4,11 +4,20 @@ bool HydraGame::Initialise()
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{
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// m_angle = 0.01f;
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m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
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GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f);
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GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f));
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// m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
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// GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
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// GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f);
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// GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f));
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// m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
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// GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
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// GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, -0.2f, 0.0f);
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m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
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// GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.7f, 0.0f, 0.0f);
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GetEngine()->ActorManager()->SetPosition(m_other_light_id, glm::dvec3(0.0f, 4.0f, 5.0f));
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// m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
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// GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
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@@ -17,6 +26,10 @@ bool HydraGame::Initialise()
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// //1.570796327f
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// //3.141592654f
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m_cube_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_cube_actor_id);
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GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, 1.0, 0));
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m_plane_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlaneActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_plane_actor_id);
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GetEngine()->ActorManager()->SetPosition(m_plane_actor_id, glm::dvec3(0, 0, 0));
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@@ -30,9 +43,13 @@ bool HydraGame::Initialise()
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GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
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GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 0));
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// m_gltf_id1 = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/Tree1.glb");
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// GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
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// GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 500));
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m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id);
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GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 4, 4));
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GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 2, 2));
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GetEngine()->PossessPlayer(m_player_actor_id);
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GetEngine()->Camera()->AttachToActor(m_player_actor_id);
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@@ -53,7 +70,7 @@ void HydraGame::Update(float delta_t_seconds)
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// }
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m_angle += m_diff;
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GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.2, m_angle, 0);
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//GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.5f, m_angle, 0);
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// GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0);
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// GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0);
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}
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@@ -15,6 +15,7 @@ class HydraGame : public HydraGameProxy
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HydraID m_sun_light_id = INVALID_HYDRA_ID;
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HydraID m_other_light_id = INVALID_HYDRA_ID;
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HydraID m_gltf_id = INVALID_HYDRA_ID;
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HydraID m_gltf_id1 = INVALID_HYDRA_ID;
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float m_time = 0;
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float m_angle = 0;
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float m_diff = 0.005;
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@@ -9,6 +9,9 @@
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#include "../source/actor/HydraPlayerActor.h"
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#include "../source/actor/HydraDirectionalLightActor.h"
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#include "../source/actor/HydraPointLightActor.h"
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#include "../source/actor/HydraSpotLightActor.h"
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#include "../source/actor/HydraTestCubeActor.h"
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#include "../source/camera/HydraCamera.h"
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#include <GLMIncludes.h>
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@@ -41,6 +41,9 @@ const uint32_t MAX_MATERIALS = 1000;
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const uint32_t MAX_TEXTURES = 1000;
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const uint32_t MAX_ACTORS = 10000;
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const uint32_t MAX_LIGHTS = 500;
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const uint32_t MAX_DIRECTIONAL_SHADOWS = 10;
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const uint32_t MAX_SPOT_SHADOWS = 10;
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const uint32_t SHADOW_MAP_SIZE = 4096;
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enum class HYDRA_RENDERABLE_TYPE
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@@ -49,7 +52,8 @@ enum class HYDRA_RENDERABLE_TYPE
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HYDRA_SHADOW,
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HYDRA_TRANSPARENT,
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HYDRA_LIGHTING,
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HYDRA_OUTPUT
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HYDRA_OUTPUT,
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HYDRA_TEXTURE_DEBUG
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};
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enum class HYDRA_BUFFER_TYPE
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@@ -16,43 +16,86 @@ uint HYDRA_LIGHT_DIRECTIONAL = 1;
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uint HYDRA_LIGHT_POINT = 2;
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uint HYDRA_LIGHT_SPOT = 3;
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struct light_structure
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{
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vec4 light_colour;
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float light_intensity;
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uint chunk_id;
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uint light_type;
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float padding[1];
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struct LightStructure
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float intensity;
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float constant;
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float linear;
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float quadratic;
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float cutoff;
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float cutoff_outer;
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uint entity_id;
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uint light_type;
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uint shadow_map_id;
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uint shadow_caster;
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uint padding0;
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uint padding1;
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};
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struct DirectionalShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane[8];
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float far_plane[8];
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mat4 light_space_proj[6];
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mat4 light_space_view[6];
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};
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struct SpotShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float far_plane;
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uint padding[3];
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mat4 light_space_proj;
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mat4 light_space_view;
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};
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layout(binding = 0) uniform uniform_per_frame
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{
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{
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mat4 view;
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mat4 proj;
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vec3 viewer_pos;
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vec3 viewer_pos;
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uint light_count;
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} ubo_per_frame;
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layout(binding = 1) uniform uniform_output_textures
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{
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{
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uint texture_ids[16];
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};
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layout(binding = 1) readonly buffer PositionsBuffer
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layout(std430, binding = 1) readonly buffer positions_buffer
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{
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mat4 model_matrix[];
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};
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layout( std430, binding = 3) readonly buffer TextureBuffer {
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layout( std430, binding = 3) readonly buffer texture_buffer {
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uvec2 textures[1000];
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};
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layout (std430, binding = 4) readonly buffer LightBuffer
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layout (std430, binding = 4) readonly buffer light_buffer
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{
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light_structure lights[500];
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LightStructure lights[500];
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};
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layout (std430, binding = 5) readonly buffer directional_shadow_map_sets
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{
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DirectionalShadowMapSet directional_shadows[];
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};
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layout (std430, binding = 6) readonly buffer spot_shadow_map_sets
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{
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SpotShadowMapSet spot_shadows[];
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};
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layout (location=0) in VS_OUT
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{
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vec2 vsUV;
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@@ -105,115 +148,130 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 DirectionalShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
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vec3 CalculatePBR(vec3 normal, vec3 view_pos, vec3 world_pos,vec3 light_dir, vec3 diffuse, vec3 radiance, float roughness, float metallic )
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{
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vec3 N = normalize(normal);
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vec3 V = normalize(viewPos - worldPos);
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vec3 V = normalize(view_pos - world_pos);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, diffuse, metallic);
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// reflectance equation
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vec3 Lo = vec3(0.0);
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// calculate per-light radiance
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vec3 L = normalize(lightDir);
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vec3 L = normalize(light_dir);
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vec3 H = normalize(V + L);
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float distance = length(lightPos - worldPos);
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float attenuation = 1.0;
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// if(light_intensity > 0)
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// {
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// attenuation = light_intensity / (distance * distance);
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// }
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vec3 radiance = lightColour * attenuation;
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 numerator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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// for energy conservation, the diffuse and specular light can't
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// be above 1.0 (unless the surface emits light); to preserve this
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// relationship the diffuse component (kD) should equal 1.0 - kS.
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vec3 kD = vec3(1.0) - kS;
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// multiply kD by the inverse metalness such that only non-metals
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// multiply kD by the inverse metalness such that only non-metals
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// have diffuse lighting, or a linear blend if partly metal (pure metals
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// have no diffuse light).
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kD *= 1.0 - metallic;
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kD *= 1.0 - metallic;
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// scale light by NdotL
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float NdotL = max(dot(N, L), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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// add to outgoing radiance Lo
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Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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vec3 Lo = (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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return Lo;
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}
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vec3 PointShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
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vec3 DirectionalShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_dir,
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vec3 light_pos,
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vec3 world_pos,
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vec3 view_pos)
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{
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vec3 N = normalize(normal);
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vec3 V = normalize(viewPos - worldPos);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, diffuse, metallic);
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// reflectance equation
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vec3 Lo = vec3(0.0);
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// calculate per-light radiance
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vec3 L = normalize(lightPos - worldPos);
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vec3 H = normalize(V + L);
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float distance = length(lightPos - worldPos);
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float distance = length(light_pos - world_pos);
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float attenuation = 1.0;
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attenuation = light_intensity / (distance * distance);
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vec3 radiance = lightColour * attenuation;
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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// for energy conservation, the diffuse and specular light can't
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// be above 1.0 (unless the surface emits light); to preserve this
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// relationship the diffuse component (kD) should equal 1.0 - kS.
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vec3 kD = vec3(1.0) - kS;
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// multiply kD by the inverse metalness such that only non-metals
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// have diffuse lighting, or a linear blend if partly metal (pure metals
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// have no diffuse light).
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kD *= 1.0 - metallic;
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vec3 radiance = diffuse * attenuation;
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// scale light by NdotL
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float NdotL = max(dot(N, L), 0.0);
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// add to outgoing radiance Lo
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Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
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return Lo;
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}
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vec3 PointShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_pos,
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float light_constant,
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float light_linear,
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float light_quadratic,
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vec3 world_pos,
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vec3 view_pos)
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{
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float distance = length(light_pos - world_pos);
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float attenuation = 1.0;
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attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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vec3 radiance = diffuse * attenuation;
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vec3 light_dir = normalize(light_pos - world_pos);
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
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return Lo;
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}
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vec3 SpotShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_dir,
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vec3 light_pos,
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float cutoff,
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float cutoff_outer,
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float light_constant,
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float light_linear,
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float light_quadratic,
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vec3 world_pos,
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vec3 view_pos,
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float shadow_val)
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{
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vec3 direction_to_light = normalize(light_pos - world_pos);
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float theta = dot(direction_to_light, light_dir);
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float falloff = 0.0f;
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float epsilon = cutoff - cutoff_outer;
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falloff = clamp((theta - cutoff_outer) / epsilon, 0.0, 1.0);
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float distance = length(light_pos - world_pos);
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float attenuation = 1.0;
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attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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vec3 radiance = diffuse * attenuation * falloff * (1.0-shadow_val);
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, direction_to_light, diffuse, radiance, roughness, metallic);
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return Lo;// * shadow;
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}
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mat3 GetRotationOnlyMatrix(mat4 model_mat)
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{
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mat3 rot_mat;
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@@ -223,6 +281,140 @@ mat3 GetRotationOnlyMatrix(mat4 model_mat)
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return rot_mat;
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}
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float SimpleSampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint shadow_trans_idx)
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{
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vec3 frag_light_space = frag_clip_space.xyz / frag_clip_space.w;
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frag_light_space = (frag_light_space * 0.5) + 0.5;
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float shadow_map_depth = texture(sampler_shadow_map, vec3(frag_light_space.xy, shadow_trans_idx)).r;
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// return frag_light_space.z - shadow_map_depth;
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//return shadow_map_depth ;
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//return frag_light_space.z;
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if(frag_light_space.z > shadow_map_depth)
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{
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return 0;
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}
|
||||
return 1;
|
||||
}
|
||||
|
||||
float SampleCascadeShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint shadow_trans_idx, vec3 normal, vec3 light_dir)
|
||||
{
|
||||
vec3 frag_light_space = frag_clip_space.xyz / frag_clip_space.w;
|
||||
frag_light_space = (frag_light_space * 0.5) + 0.5;
|
||||
|
||||
float shadow_map_depth = texture(sampler_shadow_map, vec3(frag_light_space.xy, shadow_trans_idx)).r;
|
||||
// calculate bias (based on depth map resolution and slope)
|
||||
|
||||
float bias = max(0.0005 * (1.0 - dot(normal, light_dir)), 0.00005);
|
||||
// check whether current frag pos is in shadow
|
||||
// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
// PCF
|
||||
//bias = 0;
|
||||
float shadow = 0.0;
|
||||
vec2 texel_size = 1.0 / textureSize(sampler_shadow_map, 0).xy;
|
||||
if((frag_light_space.x >= 0.0)&&(frag_light_space.y >= 0.0)
|
||||
&&(frag_light_space.x <= 1.0)&&(frag_light_space.y <= 1.0))
|
||||
{
|
||||
for(int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for(int y = -1; y <= 1; ++y)
|
||||
{
|
||||
shadow_map_depth = texture(sampler_shadow_map, vec3(frag_light_space.xy + vec2(x, y) * texel_size, shadow_trans_idx)).r;
|
||||
shadow += frag_light_space.z - bias > shadow_map_depth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
}
|
||||
// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
|
||||
if(frag_light_space.z > 1.0)
|
||||
shadow = 0.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
|
||||
float SampleSingleShadow(vec4 frag_clip_space, sampler2D sampler_shadow_map, vec3 normal, vec3 light_dir)
|
||||
{
|
||||
vec3 frag_light_space = frag_clip_space.xyz / frag_clip_space.w;
|
||||
frag_light_space = (frag_light_space * 0.5) + 0.5;
|
||||
|
||||
float shadow_map_depth = texture(sampler_shadow_map, frag_light_space.xy).r;
|
||||
// calculate bias (based on depth map resolution and slope)
|
||||
|
||||
float bias = max(0.00005 * (1.0 - dot(normal, light_dir)), 0.000005);
|
||||
// check whether current frag pos is in shadow
|
||||
// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
// PCF
|
||||
//bias = 0;
|
||||
float shadow = 0.0;
|
||||
vec2 texel_size = 1.0 / textureSize(sampler_shadow_map, 0).xy;
|
||||
if((frag_light_space.x >= 0.0)&&(frag_light_space.y >= 0.0)
|
||||
&&(frag_light_space.x <= 1.0)&&(frag_light_space.y <= 1.0))
|
||||
{
|
||||
for(int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for(int y = -1; y <= 1; ++y)
|
||||
{
|
||||
shadow_map_depth = texture(sampler_shadow_map, frag_light_space.xy + vec2(x, y) * texel_size).r;
|
||||
shadow += frag_light_space.z - bias > shadow_map_depth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
}
|
||||
// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
|
||||
if(frag_light_space.z > 1.0)
|
||||
shadow = 0.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, vec3 light_dir, vec3 viewer_pos)
|
||||
{
|
||||
float shadow = 1;
|
||||
|
||||
//measure the distance of the fragment from the light
|
||||
float frag_distance = abs(length(viewer_pos - world_pos.xyz));
|
||||
|
||||
uint shadow_trans_idx = 5;
|
||||
uint ignore_shadow = 0;
|
||||
//Work out which shadowmap is appropriate for this distance
|
||||
for(uint i = 0; i < 6; i++)
|
||||
{
|
||||
if(frag_distance <= directional_shadows[shadow_idx].far_plane[i])
|
||||
{
|
||||
//record the shadow map level
|
||||
shadow_trans_idx = i;
|
||||
//and indicate that this has a level
|
||||
ignore_shadow = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(ignore_shadow == 1)
|
||||
{
|
||||
vec4 translated_pixel = directional_shadows[shadow_idx].light_space_proj[shadow_trans_idx] *
|
||||
directional_shadows[shadow_idx].light_space_view[shadow_trans_idx] *
|
||||
world_pos;
|
||||
uvec2 shadow_handle = textures[directional_shadows[shadow_idx].shadow_texture_id];
|
||||
shadow = 1.0 - SampleCascadeShadow(translated_pixel, sampler2DArray(shadow_handle), shadow_trans_idx, normal, light_dir);
|
||||
}
|
||||
|
||||
return vec3(shadow);
|
||||
}
|
||||
float CalculateSpotShadow(vec4 world_pos, uint shadow_idx, vec3 normal, vec3 light_dir, vec3 viewer_pos)
|
||||
{
|
||||
|
||||
|
||||
vec4 translated_pixel = spot_shadows[shadow_idx].light_space_proj *
|
||||
spot_shadows[shadow_idx].light_space_view *
|
||||
world_pos;
|
||||
|
||||
uvec2 shadow_handle = textures[spot_shadows[shadow_idx].shadow_texture_id];
|
||||
|
||||
float shadow =(SampleSingleShadow(translated_pixel, sampler2D(shadow_handle), normal, light_dir));
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 diffuse_handle = textures[texture_ids[DIFFUSE_TEXTURE_ID]];
|
||||
@@ -230,59 +422,98 @@ void main()
|
||||
uvec2 metal_rough_handle = textures[texture_ids[METAL_ROUGH_TEXTURE_ID]];
|
||||
uvec2 world_pos_handle = textures[texture_ids[POSITION_TEXTIURE_ID]];
|
||||
vec4 diffuse = texture(sampler2D(diffuse_handle), vs_out.vsUV.xy);
|
||||
|
||||
|
||||
if(diffuse[3] <= 0.1)
|
||||
{
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 normal = texture(sampler2D(normal_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 metal_rough = texture(sampler2D(metal_rough_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 world_pos = texture(sampler2D(world_pos_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 metal_rough = texture(sampler2D(metal_rough_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 world_pos = texture(sampler2D(world_pos_handle), vs_out.vsUV.xy).xyz;
|
||||
float rough = metal_rough[1];
|
||||
float metal = metal_rough[2];
|
||||
|
||||
vec3 Lo = vec3(0,0,0);
|
||||
float ao = 1;
|
||||
vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
|
||||
vec3 Lo = ambient;
|
||||
for(int i = 0; i < ubo_per_frame.light_count; i ++)
|
||||
{
|
||||
mat4 model = model_matrix[lights[i].chunk_id];
|
||||
mat4 model = model_matrix[lights[i].entity_id];
|
||||
mat3 rot_mat = GetRotationOnlyMatrix(model);
|
||||
vec3 light_direction = rot_mat * vec3(0,0,1);
|
||||
|
||||
vec3 light_direction = normalize(rot_mat * vec3(0,0,1));
|
||||
|
||||
vec3 light_pos = model[3].xyz;
|
||||
if(lights[i].light_type == HYDRA_LIGHT_DIRECTIONAL)
|
||||
{
|
||||
Lo+= DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].light_intensity, lights[i].light_colour.xyz, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
|
||||
Lo += DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].intensity, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
|
||||
if(lights[i].shadow_caster == 1)
|
||||
{
|
||||
vec3 shadow = CalculateDirectionalShadow(vec4(world_pos, 1.0), lights[i].shadow_map_id, normal, light_direction, ubo_per_frame.viewer_pos);
|
||||
//Lo = Lo * vec3(shadow);
|
||||
Lo = Lo * shadow;
|
||||
}
|
||||
}
|
||||
else if(lights[i].light_type == HYDRA_LIGHT_POINT)
|
||||
{
|
||||
Lo+= PointShading(normal, diffuse.xyz, rough, metal, lights[i].light_intensity, lights[i].light_colour.xyz, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
|
||||
|
||||
Lo += PointShading(normal,
|
||||
diffuse.xyz,
|
||||
rough,
|
||||
metal,
|
||||
lights[i].intensity,
|
||||
light_pos,
|
||||
lights[i].constant,
|
||||
lights[i].linear,
|
||||
lights[i].quadratic,
|
||||
world_pos,
|
||||
ubo_per_frame.viewer_pos);
|
||||
}
|
||||
|
||||
//uFragColor = vec4(light_direction, 1);
|
||||
else if(lights[i].light_type == HYDRA_LIGHT_SPOT)
|
||||
{
|
||||
float shadow = 0;
|
||||
if(lights[i].shadow_caster == 1)
|
||||
{
|
||||
float distance = length(light_pos - world_pos);
|
||||
shadow = CalculateSpotShadow(vec4(world_pos, 1.0),
|
||||
lights[i].shadow_map_id,
|
||||
normal,
|
||||
light_direction,
|
||||
ubo_per_frame.viewer_pos);
|
||||
}
|
||||
Lo += SpotShading(normal,
|
||||
diffuse.xyz,
|
||||
rough,
|
||||
metal,
|
||||
lights[i].intensity,
|
||||
light_direction,
|
||||
light_pos,
|
||||
lights[i].cutoff,
|
||||
lights[i].cutoff_outer,
|
||||
lights[i].constant,
|
||||
lights[i].linear,
|
||||
lights[i].quadratic,
|
||||
world_pos,
|
||||
ubo_per_frame.viewer_pos,
|
||||
shadow);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
float lighting = 0;
|
||||
|
||||
|
||||
|
||||
// ambient lighting (note that the next IBL tutorial will replace
|
||||
// this ambient lighting with environment lighting).
|
||||
float ao = 1;
|
||||
vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
|
||||
|
||||
vec3 output_color = ambient + Lo;
|
||||
vec3 output_color = Lo;
|
||||
|
||||
// HDR tonemapping
|
||||
output_color = output_color / (output_color + vec3(1.0));
|
||||
// gamma correct
|
||||
output_color = pow(output_color, vec3(1.0/2.1));
|
||||
output_color = pow(output_color, vec3(1.0/2.1));
|
||||
|
||||
uFragColor = vec4(output_color, 1.0);
|
||||
// float light = dot(lights[0].light_direction, normal);
|
||||
|
||||
// uFragColor = vec4(diffuse.xyz * light,1);
|
||||
|
||||
|
||||
// uFragColor = vec4(normal, 1);
|
||||
}
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@ layout(binding = 0) uniform uniform_per_frame
|
||||
uint light_count;
|
||||
} ubo_per_frame;
|
||||
|
||||
layout(binding = 1) readonly buffer PositionsBuffer
|
||||
layout(std430, binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
@@ -16,12 +16,12 @@ struct MaterialStore
|
||||
uint padding[1];
|
||||
};
|
||||
|
||||
layout(binding = 2, std430) readonly buffer MaterialBuffer
|
||||
layout(binding = 2, std430) readonly buffer material_buffer
|
||||
{
|
||||
MaterialStore materials[1000];
|
||||
};
|
||||
|
||||
layout( std430, binding = 3) readonly buffer TextureBuffer {
|
||||
layout( std430, binding = 3) readonly buffer texture_buffer {
|
||||
uvec2 textures[1000];
|
||||
};
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@ layout(binding = 0) uniform uniform_per_frame
|
||||
uint light_count;
|
||||
} ubo_per_frame;
|
||||
|
||||
layout(binding = 1) readonly buffer PositionsBuffer
|
||||
layout(std430, binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
@@ -26,7 +26,6 @@ layout (location=0) in VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
vec4 vsWorldPos;
|
||||
vec4 normal;
|
||||
flat uint vsChunkID;
|
||||
flat uint vsMaterialID;
|
||||
}vs_out;
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
//*PIXEL*
|
||||
#version 460
|
||||
|
||||
#extension GL_ARB_bindless_texture : require
|
||||
|
||||
const uint DIRECTIONAL_LIGHT = 1;
|
||||
const uint POINT_LIGHT = 2;
|
||||
const uint SPOT_LIGHT = 3;
|
||||
uint INVALID_HYDRA_ID = 4294967295;
|
||||
|
||||
struct MaterialStore
|
||||
{
|
||||
vec4 diffuse_colour;
|
||||
vec4 matalic_rough;
|
||||
uint diffuse_texture_id;
|
||||
uint metallic_rough_texture_id;
|
||||
uint normal_texture_id;
|
||||
uint padding[1];
|
||||
};
|
||||
|
||||
layout(std430, binding = 2) readonly buffer material_buffer
|
||||
{
|
||||
MaterialStore materials[1000];
|
||||
};
|
||||
|
||||
layout(std430, binding = 3) readonly buffer texture_buffer
|
||||
{
|
||||
uvec2 textures[1000];
|
||||
};
|
||||
|
||||
layout (location=0) in GEOM_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}geom_out;
|
||||
|
||||
layout (location=0) out vec4 output_colour;
|
||||
|
||||
void main()
|
||||
{
|
||||
MaterialStore mat = materials[geom_out.vsMaterialID];
|
||||
vec4 diffuse_val = mat.diffuse_colour;
|
||||
|
||||
output_colour = vec4(1,0,0,1);
|
||||
|
||||
if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
|
||||
{
|
||||
output_colour = vec4(0,1,0,1);
|
||||
uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
|
||||
diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), geom_out.vsUV.xy);
|
||||
if(mat.diffuse_texture_id== 10)
|
||||
{
|
||||
output_colour = vec4(0,0,1,1);
|
||||
}
|
||||
}
|
||||
|
||||
if(diffuse_val[3] < 1.0)
|
||||
{
|
||||
discard;
|
||||
output_colour = vec4(0,1,1,1);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
#version 450
|
||||
|
||||
layout(triangles, invocations = 6) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
struct DirectionalShadowMapSet
|
||||
{
|
||||
uint entity_id;
|
||||
uint shadow_id;
|
||||
uint shadow_texture_id;
|
||||
uint frame_buffer_id;
|
||||
float near_plane[8];
|
||||
float far_plane[8];
|
||||
mat4 light_space_proj[6];
|
||||
mat4 light_space_view[6];
|
||||
};
|
||||
|
||||
|
||||
//Push constants updated for each light
|
||||
layout(binding = 0) uniform shadow_per_frame
|
||||
{
|
||||
vec3 camera_pos;
|
||||
uint shadow_idxs;
|
||||
};
|
||||
|
||||
layout (std430, binding = 5) readonly buffer directional_shadow_map_sets
|
||||
{
|
||||
DirectionalShadowMapSet directional_shadows[];
|
||||
};
|
||||
|
||||
|
||||
|
||||
layout (location=0) in VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}vs_in[];
|
||||
|
||||
layout (location=0) out GEOM_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}geom_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 view = directional_shadows[shadow_idxs].light_space_view[gl_InvocationID];
|
||||
mat4 proj = directional_shadows[shadow_idxs].light_space_proj[gl_InvocationID];
|
||||
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
gl_Layer = gl_InvocationID;
|
||||
vec4 clip_space_pos = proj * view * gl_in[i].gl_Position;
|
||||
|
||||
gl_Position = clip_space_pos;
|
||||
|
||||
geom_out.vsMaterialID = vs_in[gl_InvocationID].vsMaterialID;
|
||||
geom_out.vsUV = vs_in[gl_InvocationID].vsUV;
|
||||
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
//*VERTEX*
|
||||
#version 460
|
||||
|
||||
struct ShadowMapSet
|
||||
{
|
||||
uint entity_id;
|
||||
uint shadow_id;
|
||||
uint shadow_texture_id;
|
||||
uint frame_buffer_id;
|
||||
float near_plane[8];
|
||||
float far_plane[8];
|
||||
mat4 light_space_proj[6];
|
||||
mat4 light_space_view[6];
|
||||
};
|
||||
|
||||
struct SpotShadowMapSet
|
||||
{
|
||||
uint entity_id;
|
||||
uint shadow_id;
|
||||
uint shadow_texture_id;
|
||||
uint frame_buffer_id;
|
||||
float far_plane;
|
||||
uint padding[3];
|
||||
mat4 light_space_proj;
|
||||
mat4 light_space_view;
|
||||
};
|
||||
|
||||
layout(binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
|
||||
|
||||
layout (location = 0) in vec3 inPos; //12 bytes : 0
|
||||
layout (location = 1) in vec2 inUV; //8 Bytes : 12
|
||||
layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
|
||||
layout (location = 3) in vec3 inNormal; //8 Bytes : 12
|
||||
layout (location = 4) in vec3 inBiTangent;
|
||||
layout (location = 5) in vec3 inTangent;
|
||||
|
||||
layout (location=0) out VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}vs_out;
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
uint chunkid = inChunkID[0];
|
||||
mat4 model = model_matrix[chunkid];
|
||||
gl_Position = model * vec4(inPos, 1.0);
|
||||
vs_out.vsUV = inUV;
|
||||
vs_out.vsMaterialID = inChunkID[1];
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
//*PIXEL*
|
||||
#version 460
|
||||
|
||||
#extension GL_ARB_bindless_texture : require
|
||||
|
||||
const uint DIRECTIONAL_LIGHT = 1;
|
||||
const uint POINT_LIGHT = 2;
|
||||
const uint SPOT_LIGHT = 3;
|
||||
uint INVALID_HYDRA_ID = 4294967295;
|
||||
|
||||
struct MaterialStore
|
||||
{
|
||||
vec4 diffuse_colour;
|
||||
vec4 matalic_rough;
|
||||
uint diffuse_texture_id;
|
||||
uint metallic_rough_texture_id;
|
||||
uint normal_texture_id;
|
||||
uint padding[1];
|
||||
};
|
||||
|
||||
layout(std430, binding = 2) readonly buffer material_buffer
|
||||
{
|
||||
MaterialStore materials[1000];
|
||||
};
|
||||
|
||||
layout(std430, binding = 3) readonly buffer texture_buffer
|
||||
{
|
||||
uvec2 textures[1000];
|
||||
};
|
||||
|
||||
layout (location=0) in VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}vs_out;
|
||||
|
||||
layout (location=0) out vec4 output_colour;
|
||||
|
||||
void main()
|
||||
{
|
||||
MaterialStore mat = materials[vs_out.vsMaterialID];
|
||||
vec4 diffuse_val = mat.diffuse_colour;
|
||||
|
||||
output_colour = vec4(1,0,0,1);
|
||||
|
||||
if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
|
||||
{
|
||||
output_colour = vec4(0,1,0,1);
|
||||
uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
|
||||
diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), vs_out.vsUV.xy);
|
||||
if(mat.diffuse_texture_id== 10)
|
||||
{
|
||||
output_colour = vec4(0,0,1,1);
|
||||
}
|
||||
}
|
||||
|
||||
if(diffuse_val[3] < 1.0)
|
||||
{
|
||||
discard;
|
||||
output_colour = vec4(0,1,1,1);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
//*VERTEX*
|
||||
#version 460
|
||||
|
||||
|
||||
struct SpotShadowMapSet
|
||||
{
|
||||
uint entity_id;
|
||||
uint shadow_id;
|
||||
uint shadow_texture_id;
|
||||
uint frame_buffer_id;
|
||||
float far_plane;
|
||||
uint padding[3];
|
||||
mat4 light_space_proj;
|
||||
mat4 light_space_view;
|
||||
};
|
||||
|
||||
layout(binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
layout (std430, binding = 6) readonly buffer spot_shadow_map_sets
|
||||
{
|
||||
SpotShadowMapSet spot_shadows[];
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform shadow_per_frame
|
||||
{
|
||||
vec3 camera_pos;
|
||||
uint shadow_idxs;
|
||||
};
|
||||
|
||||
layout (location = 0) in vec3 inPos; //12 bytes : 0
|
||||
layout (location = 1) in vec2 inUV; //8 Bytes : 12
|
||||
layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
|
||||
layout (location = 3) in vec3 inNormal; //8 Bytes : 12
|
||||
layout (location = 4) in vec3 inBiTangent;
|
||||
layout (location = 5) in vec3 inTangent;
|
||||
|
||||
layout (location=0) out VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}vs_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
uint chunkid = inChunkID[0];
|
||||
mat4 model = model_matrix[chunkid];
|
||||
mat4 proj = spot_shadows[shadow_idxs].light_space_proj;
|
||||
mat4 view = spot_shadows[shadow_idxs].light_space_view;
|
||||
//view = mat4(1);
|
||||
//proj = mat4(1);
|
||||
gl_Position = proj * view * model * vec4(inPos, 1.0);
|
||||
vs_out.vsUV = inUV;
|
||||
vs_out.vsMaterialID = inChunkID[1];
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
//*PIXEL*
|
||||
#version 450
|
||||
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_ARB_bindless_texture : enable
|
||||
|
||||
const uint DIRECTIONAL_LIGHT = 1;
|
||||
const uint POINT_LIGHT = 2;
|
||||
const uint SPOT_LIGHT = 3;
|
||||
|
||||
layout( std430, binding = 3) readonly buffer texture_buffer {
|
||||
uvec2 textures[1000];
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform uniform_per_frame
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
uint shadow_texture_id;
|
||||
vec3 padding0;
|
||||
};
|
||||
|
||||
layout (location=0) in VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
};
|
||||
|
||||
|
||||
layout (location=0) out vec4 output_colour;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 shadow_handle = textures[shadow_texture_id];
|
||||
float colour = texture(sampler2DArray(shadow_handle), vec3(vsUV, 0)).r;
|
||||
//colour = (1.0 - (1.0 - colour) * 1.4);
|
||||
output_colour = vec4(colour, colour, colour, 1.0);
|
||||
//output_colour = vec4(1,0,0,1);
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
//*VERTEX*
|
||||
#version 450
|
||||
#extension GL_EXT_buffer_reference : enable
|
||||
|
||||
layout(binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform uniform_per_frame
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
uint shadow_texture_id;
|
||||
vec3 padding0;
|
||||
};
|
||||
|
||||
|
||||
layout (location = 0) in vec3 inPos; //12 bytes : 0
|
||||
layout (location = 1) in vec2 inUV; //8 Bytes : 12
|
||||
layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
|
||||
layout (location = 3) in vec3 inNormal; //8 Bytes : 12
|
||||
layout (location = 4) in vec3 inBiTangent;
|
||||
layout (location = 5) in vec3 inTangent;
|
||||
|
||||
layout (location=0) out VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
uint chunkid = inChunkID[0];
|
||||
mat4 model = model_matrix[chunkid];
|
||||
gl_Position = proj * view * vec4(inPos, 1.0);
|
||||
vsUV = inUV;
|
||||
}
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "../ecs/components/HydraRenderableComponent.h"
|
||||
#include "../ecs/components/HydraMaterialComponent.h"
|
||||
#include "../ecs/components/HydraLightComponent.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
|
||||
#include "../buffer/HydraLightBufferManager.h"
|
||||
#include "../buffer/HydraLightBuffer.h"
|
||||
@@ -19,24 +20,20 @@ void HydraDirectionalLightActor::InitialiseComponents()
|
||||
{
|
||||
HydraLightComponent light_comp = {};
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
|
||||
// HydraLightBuffer light = {};
|
||||
// light.light_colour = glm::vec3(1,1,1);
|
||||
// light.light_direction = glm::vec3(0,0,0);
|
||||
// light.light_intensity = 1;
|
||||
// light.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_DIRECTIONAL);
|
||||
|
||||
//light_comp.light_id = GetEngine()->LightBufferManager()->CreateLight(light);
|
||||
|
||||
light_comp.light_colour = glm::vec4(1,1,1,1);
|
||||
light_comp.light_intensity = 100.0f;
|
||||
|
||||
light_comp.diffuse = glm::vec4(1,1,1,1);
|
||||
light_comp.intensity = 10000.0f;
|
||||
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_DIRECTIONAL);
|
||||
light_comp.entity_id = GetID();
|
||||
light_comp.shadow_caster =1;
|
||||
|
||||
ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
|
||||
|
||||
HydraPositionComponent position_component;
|
||||
HydraPositionComponent position_component = {};
|
||||
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
|
||||
|
||||
HydraDirectionalShadowSourceComponent shadow_component = {};
|
||||
ecs->AddComponent<HydraDirectionalShadowSourceComponent>(GetID(), shadow_component);
|
||||
}
|
||||
|
||||
void HydraDirectionalLightActor::Destroy()
|
||||
|
||||
@@ -23,34 +23,36 @@ void HydraOutputActor::_CreateMaterial()
|
||||
render_settings.DisplayHeight,
|
||||
GL_RGBA8,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST);
|
||||
GL_NEAREST, 1);
|
||||
|
||||
HydraID depth = engine->TextureBufferManager()->CreateTexture("deferred_depth",
|
||||
render_settings.DisplayWidth,
|
||||
render_settings.DisplayHeight,
|
||||
GL_DEPTH_COMPONENT24,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST);
|
||||
GL_NEAREST, 1);
|
||||
|
||||
HydraID metal_rough = engine->TextureBufferManager()->CreateTexture("deferred_metal_rough_buffer",
|
||||
render_settings.DisplayWidth,
|
||||
render_settings.DisplayHeight,
|
||||
GL_RGBA8,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST);
|
||||
GL_NEAREST, 1);
|
||||
|
||||
HydraID normal = engine->TextureBufferManager()->CreateTexture("deferred_normal_buffer",
|
||||
render_settings.DisplayWidth,
|
||||
render_settings.DisplayHeight,
|
||||
GL_RGBA32F,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST);
|
||||
GL_NEAREST, 1);
|
||||
|
||||
HydraID position = engine->TextureBufferManager()->CreateTexture("deferred_position_buffer",
|
||||
render_settings.DisplayWidth,
|
||||
render_settings.DisplayHeight,
|
||||
GL_RGBA32F,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST);
|
||||
GL_NEAREST, 1);
|
||||
|
||||
|
||||
// engine->TextureBufferManager()->BindTexture(depth);
|
||||
// engine->TextureBufferManager()->BindTexture(buffer_0);
|
||||
|
||||
@@ -20,8 +20,8 @@ void HydraPointLightActor::InitialiseComponents()
|
||||
HydraLightComponent light_comp = {};
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
|
||||
light_comp.light_colour = glm::vec4(1,1,1,1);
|
||||
light_comp.light_intensity = 10.0f;
|
||||
light_comp.diffuse = glm::vec4(1,1,1,1);
|
||||
light_comp.intensity = 1000.0f;
|
||||
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_POINT);
|
||||
light_comp.entity_id = GetID();
|
||||
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
#include "HydraSpotLightActor.h"
|
||||
#include "../engine/HydraEngine.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../task/HydraTask.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/components/HydraPositionComponent.h"
|
||||
#include "../ecs/components/HydraMeshComponent.h"
|
||||
#include "../ecs/components/HydraRenderableComponent.h"
|
||||
#include "../ecs/components/HydraMaterialComponent.h"
|
||||
#include "../ecs/components/HydraLightComponent.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
|
||||
#include "../buffer/HydraLightBufferManager.h"
|
||||
#include "../buffer/HydraLightBuffer.h"
|
||||
|
||||
|
||||
|
||||
|
||||
void HydraSpotLightActor::InitialiseComponents()
|
||||
{
|
||||
HydraLightComponent light_comp = {};
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
|
||||
light_comp.diffuse = glm::vec4(1,1,1,1);
|
||||
light_comp.intensity = 10000.0f;
|
||||
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_SPOT);
|
||||
light_comp.cutoff = glm::cos(glm::radians(10.0f));
|
||||
light_comp.cutoff_outer = glm::cos(glm::radians(25.0f));
|
||||
light_comp.entity_id = GetID();
|
||||
|
||||
ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
|
||||
|
||||
HydraPositionComponent position_component;
|
||||
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
|
||||
|
||||
HydraSpotShadowSourceComponent shadow_component = {};
|
||||
ecs->AddComponent<HydraSpotShadowSourceComponent>(GetID(), shadow_component);
|
||||
}
|
||||
|
||||
void HydraSpotLightActor::Destroy()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef HYDRASPOTLIGHTACTOR
|
||||
#define HYDRASPOTLIGHTACTOR
|
||||
|
||||
#include "HydraActor.h"
|
||||
|
||||
class CLASS_DEFINE HydraSpotLightActor : public HydraActor
|
||||
{
|
||||
private:
|
||||
|
||||
protected:
|
||||
|
||||
public:
|
||||
virtual void InitialiseComponents() override;
|
||||
virtual void Destroy() override;
|
||||
|
||||
};
|
||||
|
||||
#endif /* HYDRASPOTLIGHTACTOR */
|
||||
@@ -0,0 +1,208 @@
|
||||
#include "HydraTestCubeActor.h"
|
||||
#include "../engine/HydraEngine.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../task/HydraTask.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/components/HydraPositionComponent.h"
|
||||
#include "../ecs/components/HydraMeshComponent.h"
|
||||
#include "../ecs/components/HydraRenderableComponent.h"
|
||||
#include "../ecs/components/HydraMaterialComponent.h"
|
||||
#include "../buffer/HydraMaterialBufferManager.h"
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraMaterialBuffer.h"
|
||||
#include "../mesh/HydraMeshManager.h"
|
||||
#include "../mesh/HydraMesh.h"
|
||||
|
||||
void HydraTestCubeActor::InitialiseComponents()
|
||||
{
|
||||
// HydraECS* ecs = GetEngine()->ECS();
|
||||
// HydraID entity_id = ecs->CreateEntity();
|
||||
_CreatePosition();
|
||||
// _CreatePhysics();
|
||||
|
||||
_CreateMaterial();
|
||||
_CreateMesh();
|
||||
_CreateRenderableComponent();
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::DeferredInitialiseComponents()
|
||||
{
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreatePosition()
|
||||
{
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
HydraPositionComponent position_component;
|
||||
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreateMesh()
|
||||
{
|
||||
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
|
||||
HydraID mesh_id = mesh_manager->CreateMesh();
|
||||
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
|
||||
|
||||
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
|
||||
|
||||
mesh->vertexes.resize(24);
|
||||
mesh->indexes.resize(36);
|
||||
|
||||
float scale_x = 1.0f;
|
||||
float scale_y = 1.0f;
|
||||
float scale_z = 1.0f;
|
||||
|
||||
float min_x = -0.5f * scale_x;
|
||||
float min_y = -0.5f * scale_y;
|
||||
float min_z = -0.5f * scale_z;
|
||||
|
||||
float max_x = 0.5f * scale_x;
|
||||
float max_y = 0.5f * scale_y;
|
||||
float max_z = 0.5f * scale_z;
|
||||
|
||||
float min_u = 1;
|
||||
float min_v = 1;
|
||||
|
||||
float max_u = 0;
|
||||
float max_v = 0;
|
||||
|
||||
// 1---2 5---6
|
||||
//| / | | / |
|
||||
// 0---3 4---7
|
||||
|
||||
HydraID actor_id = GetID();
|
||||
mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
// Face 0
|
||||
mesh->indexes[0] = 0;
|
||||
mesh->indexes[1] = 1;
|
||||
mesh->indexes[2] = 2;
|
||||
|
||||
mesh->indexes[3] = 0;
|
||||
mesh->indexes[4] = 2;
|
||||
mesh->indexes[5] = 3;
|
||||
|
||||
mesh->vertexes[4] = {max_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[5] = {max_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[6] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[7] = {max_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[6] = 4;
|
||||
mesh->indexes[7] = 5;
|
||||
mesh->indexes[8] = 6;
|
||||
|
||||
mesh->indexes[9] = 4;
|
||||
mesh->indexes[10] = 6;
|
||||
mesh->indexes[11] = 7;
|
||||
|
||||
// Back Face
|
||||
mesh->vertexes[8] = {max_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[9] = {max_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[10] = {min_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[11] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[12] = 8;
|
||||
mesh->indexes[13] = 9;
|
||||
mesh->indexes[14] = 10;
|
||||
|
||||
mesh->indexes[15] = 8;
|
||||
mesh->indexes[16] = 10;
|
||||
mesh->indexes[17] = 11;
|
||||
|
||||
mesh->vertexes[12] = {min_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[13] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[14] = {min_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[15] = {min_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[18] = 12;
|
||||
mesh->indexes[19] = 13;
|
||||
mesh->indexes[20] = 14;
|
||||
|
||||
mesh->indexes[21] = 12;
|
||||
mesh->indexes[22] = 14;
|
||||
mesh->indexes[23] = 15;
|
||||
|
||||
mesh->vertexes[16] = {min_x, max_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[17] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[18] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[19] = {max_x, max_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[24] = 16;
|
||||
mesh->indexes[25] = 17;
|
||||
mesh->indexes[26] = 18;
|
||||
|
||||
mesh->indexes[27] = 16;
|
||||
mesh->indexes[28] = 18;
|
||||
mesh->indexes[29] = 19;
|
||||
|
||||
mesh->vertexes[20] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[21] = {max_x, min_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[22] = {max_x, min_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[23] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[30] = 20;
|
||||
mesh->indexes[31] = 21;
|
||||
mesh->indexes[32] = 22;
|
||||
|
||||
mesh->indexes[33] = 20;
|
||||
mesh->indexes[34] = 22;
|
||||
mesh->indexes[35] = 23;
|
||||
|
||||
mesh_manager->CalculateNormals(mesh->mesh_id);
|
||||
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
HydraMeshComponent mesh_comp;
|
||||
|
||||
mesh_comp.mesh_id = mesh_id;
|
||||
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
|
||||
|
||||
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreateMaterial()
|
||||
{
|
||||
|
||||
HydraEngine *engine = GetEngine();
|
||||
std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
|
||||
|
||||
HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
|
||||
|
||||
HydraMaterialBuffer material = {};
|
||||
|
||||
material.diffuse_texture_id = tex_id;
|
||||
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
|
||||
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
|
||||
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
|
||||
|
||||
HydraMaterialComponent mat_comp = {};
|
||||
mat_comp.material_id = mat_id;
|
||||
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreatePhysics()
|
||||
{
|
||||
// HydraECSPhysicsComponent physics_component;
|
||||
// physics_component.physics_state = Hydra_State::Waiting;
|
||||
// physics_component.physics_definition.actor_id = GetID();
|
||||
// physics_component.physics_definition.physics_type = HydraPhyicsType::Static;
|
||||
// physics_component.physics_definition.physics_shape = HydraPhysicsShape::HydraBoxShape;
|
||||
// physics_component.physics_definition.mass = 100000.0f;
|
||||
// physics_component.physics_definition.extent_x = 1000.0f;
|
||||
// physics_component.physics_definition.extent_y = 0.5f;
|
||||
// physics_component.physics_definition.extent_z = 1000.0f;
|
||||
// physics_component.physics_definition.dynamic_friction = 0.5f;
|
||||
// physics_component.physics_definition.restitution = 0.5f;
|
||||
|
||||
// HydraECS* ecs = GetEngine()->ECS();
|
||||
|
||||
// ecs->AddComponent<HydraECSPhysicsComponent>(GetID(), physics_component);
|
||||
}
|
||||
void HydraTestCubeActor::_CreateRenderableComponent()
|
||||
{
|
||||
HydraRenderableComponent render_comp;
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
|
||||
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
#ifndef HYDRATESTCUBEACTOR
|
||||
#define HYDRATESTCUBEACTOR
|
||||
|
||||
|
||||
#include "HydraActor.h"
|
||||
|
||||
class CLASS_DEFINE HydraTestCubeActor : public HydraActor
|
||||
{
|
||||
private:
|
||||
double m_scale = 1.0;
|
||||
double m_widthscale = 1.0f;
|
||||
HydraID m_material_component = INVALID_HYDRA_ID;
|
||||
HydraID m_position_component = INVALID_HYDRA_ID;
|
||||
HydraID m_mesh_component = INVALID_HYDRA_ID;
|
||||
protected:
|
||||
void _CreatePosition();
|
||||
void _CreateMesh();
|
||||
void _CreateMaterial();
|
||||
void _CreatePhysics();
|
||||
void _CreateRenderableComponent();
|
||||
public:
|
||||
virtual void InitialiseComponents();
|
||||
virtual void DeferredInitialiseComponents();
|
||||
virtual void Destroy(){}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#endif /* HYDRATESTCUBEACTOR */
|
||||
@@ -0,0 +1,87 @@
|
||||
#include "HydraTextureDebugActor.h"
|
||||
#include "../engine/HydraEngine.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../task/HydraTask.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/components/HydraPositionComponent.h"
|
||||
#include "../ecs/components/HydraMeshComponent.h"
|
||||
#include "../ecs/components/HydraRenderableComponent.h"
|
||||
#include "../ecs/components/HydraMaterialComponent.h"
|
||||
#include "../buffer/HydraMaterialBufferManager.h"
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraMaterialBuffer.h"
|
||||
#include "../mesh/HydraMeshManager.h"
|
||||
#include "../mesh/HydraMesh.h"
|
||||
|
||||
|
||||
|
||||
void HydraTextureDebugActor::_CreateMesh()
|
||||
{
|
||||
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
|
||||
HydraID mesh_id = mesh_manager->CreateMesh();
|
||||
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
|
||||
|
||||
mesh->vertexes.resize(4);
|
||||
mesh->indexes.resize(6);
|
||||
|
||||
float scale_x = 1.0f;
|
||||
float scale_y = 1.0f;
|
||||
float scale_z = 1.0f;
|
||||
|
||||
float min_x = -0.5f * scale_x;
|
||||
float min_y = -0.5f * scale_y;
|
||||
float min_z = 0.5f * scale_z;
|
||||
|
||||
float max_x = 0.5f * scale_x;
|
||||
float max_y = 0.5f * scale_y;
|
||||
float max_z = 0.5f * scale_z;
|
||||
|
||||
float min_u = 0;
|
||||
float min_v = 0;
|
||||
|
||||
float max_u = 1;
|
||||
float max_v = 1;
|
||||
|
||||
// 1---2 5---6
|
||||
// | / | | / |
|
||||
// 0---3 4---7
|
||||
|
||||
HydraID actor_id = GetID();
|
||||
mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
|
||||
// Face 0
|
||||
mesh->indexes[0] = 0;
|
||||
mesh->indexes[1] = 1;
|
||||
mesh->indexes[2] = 2;
|
||||
|
||||
mesh->indexes[3] = 0;
|
||||
mesh->indexes[4] = 2;
|
||||
mesh->indexes[5] = 3;
|
||||
|
||||
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
HydraMeshComponent mesh_comp;
|
||||
|
||||
mesh_comp.mesh_id = mesh_id;
|
||||
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
|
||||
|
||||
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
|
||||
}
|
||||
|
||||
void HydraTextureDebugActor::_CreateRenderableComponent()
|
||||
{
|
||||
HydraRenderableComponent render_comp;
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_TEXTURE_DEBUG, true);
|
||||
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
|
||||
}
|
||||
|
||||
|
||||
void HydraTextureDebugActor::InitialiseComponents()
|
||||
{
|
||||
_CreateMesh();
|
||||
_CreateRenderableComponent();
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef HYDRATEXTUREDEBUGACTOR
|
||||
#define HYDRATEXTUREDEBUGACTOR
|
||||
|
||||
|
||||
#include "HydraActor.h"
|
||||
|
||||
class CLASS_DEFINE HydraTextureDebugActor : public HydraActor
|
||||
{
|
||||
private:
|
||||
HydraID m_mesh_component = INVALID_HYDRA_ID;
|
||||
|
||||
protected:
|
||||
|
||||
void _CreateMesh();
|
||||
void _CreateRenderableComponent();
|
||||
public:
|
||||
virtual void InitialiseComponents();
|
||||
virtual void Destroy(){}
|
||||
HydraID Texture_ID = INVALID_HYDRA_ID;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#endif /* HYDRATEXTUREDEBUGACTOR */
|
||||
@@ -22,30 +22,6 @@ void HydraBufferManager::Shutdown()
|
||||
}
|
||||
}
|
||||
|
||||
// HydraID HydraBufferManager::CreateGPUBuffer(std::string buffer_name,
|
||||
// uint32_t buffer_size_bytes,
|
||||
// uint32_t binding,
|
||||
// HYDRA_BUFFER_TYPE buffer_type)
|
||||
// {
|
||||
// HydraID buffer_id = _GetBufferID();
|
||||
// HydraBuffer buffer = {};
|
||||
// buffer.buffer_id = buffer_id;
|
||||
// buffer.size_bytes = buffer_size_bytes;
|
||||
// buffer.buffer_name = buffer_name;
|
||||
// buffer.buffer_type = buffer_type;
|
||||
// uint32_t gl_buffer_type = _DecodeBufferType(buffer_type);
|
||||
// //Create the buffer
|
||||
// glGenBuffers(1, &buffer.gpu_buffer_id);
|
||||
// glBindBuffer(gl_buffer_type, buffer.gpu_buffer_id);
|
||||
// //Allocate storage
|
||||
// glBufferData(gl_buffer_type, buffer.size_bytes, NULL, GL_DYNAMIC_DRAW);
|
||||
// glBindBufferBase(gl_buffer_type, binding, buffer.gpu_buffer_id);
|
||||
// glBindBuffer(gl_buffer_type, 0);
|
||||
// m_buffers[buffer_id] = buffer;
|
||||
// return buffer_id;
|
||||
|
||||
// }
|
||||
|
||||
HydraID HydraBufferManager::CreateGPUBuffer(std::string buffer_name,
|
||||
uint32_t buffer_size_bytes,
|
||||
uint32_t binding,
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
#ifndef HYDRASHADOWBUFFER
|
||||
#define HYDRASHADOWBUFFER
|
||||
|
||||
|
||||
#include "../engine/HydraEngine.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
|
||||
struct HydraShadowBuffer
|
||||
{
|
||||
HydraDirectionalShadowSourceComponent directional_shadows[MAX_DIRECTIONAL_SHADOWS];
|
||||
HydraSpotShadowSourceComponent spot_shadows[MAX_SPOT_SHADOWS];
|
||||
};
|
||||
#endif /* HYDRASHADOWBUFFER */
|
||||
@@ -0,0 +1,115 @@
|
||||
#include "HydraShadowBufferManager.h"
|
||||
#include "../scheduler/HydraTaskScheduler.h"
|
||||
#include "../task/buffer/HydraCreateGPUBufferTask.hpp"
|
||||
#include "../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
|
||||
#include "../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
|
||||
#include "../task/buffer/HydraCreateUnBoundTextureTask.hpp"
|
||||
#include "../task/renderer/HydraCreateCascadeShadowFrameBuffer.hpp"
|
||||
#include "../task/renderer/HydraCreateShadowFrameBuffer.hpp"
|
||||
|
||||
void HydraShadowBufferManager::Initialise()
|
||||
{
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
for(uint32_t i = 0; i < MAX_DIRECTIONAL_SHADOWS; i++)
|
||||
{
|
||||
m_available_dir.push(i);
|
||||
}
|
||||
for(uint32_t i = 0; i < MAX_SPOT_SHADOWS; i++)
|
||||
{
|
||||
m_available_spot.push(i);
|
||||
}
|
||||
m_directional_shadow_buffer.resize(MAX_DIRECTIONAL_SHADOWS);
|
||||
m_spot_shadow_buffer.resize(MAX_SPOT_SHADOWS);
|
||||
|
||||
|
||||
uint32_t buffer_size = (MAX_DIRECTIONAL_SHADOWS * sizeof(HydraDirectionalShadowSourceComponent));
|
||||
|
||||
HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
|
||||
task->Intialise("DirectionalShadowBuffer", 1, buffer_size, &m_directional_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
|
||||
|
||||
buffer_size = (MAX_SPOT_SHADOWS * sizeof(HydraSpotShadowSourceComponent));
|
||||
|
||||
create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraCreateGPUBufferTask *spot_task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
|
||||
spot_task->Intialise("SpotShadowBuffer", 1, buffer_size, &m_spot_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
|
||||
}
|
||||
void HydraShadowBufferManager::Shutdown()
|
||||
{
|
||||
|
||||
}
|
||||
HydraID HydraShadowBufferManager::AddDirectionalShadow(HydraDirectionalShadowSourceComponent shadow)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
if(m_available_dir.size() == 0)
|
||||
{
|
||||
return INVALID_HYDRA_ID;
|
||||
}
|
||||
|
||||
HydraID shadow_id = m_available_dir.front();
|
||||
shadow.shadow_id = shadow_id;
|
||||
m_directional_shadow_buffer[shadow_id] = shadow;
|
||||
return shadow_id;
|
||||
}
|
||||
HydraID HydraShadowBufferManager::AddSpotShadow(HydraSpotShadowSourceComponent shadow)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
if(m_available_spot.size() == 0)
|
||||
{
|
||||
return INVALID_HYDRA_ID;
|
||||
}
|
||||
|
||||
HydraID shadow_id = m_available_spot.front();
|
||||
m_spot_shadow_buffer[shadow_id] = shadow;
|
||||
return shadow_id;
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::UpdateDirectionalShadow(HydraID shadow_id, HydraDirectionalShadowSourceComponent shadow)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
if(shadow_id < MAX_DIRECTIONAL_SHADOWS)
|
||||
{
|
||||
m_directional_shadow_buffer[shadow_id] = shadow;
|
||||
}
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::UpdateSpotShadow(HydraID shadow_id, HydraSpotShadowSourceComponent shadow)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
if(shadow_id < MAX_SPOT_SHADOWS)
|
||||
{
|
||||
m_spot_shadow_buffer[shadow_id] = shadow;
|
||||
}
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::RemoveDirectionalShadow(HydraID shadow_id)
|
||||
{
|
||||
|
||||
}
|
||||
void HydraShadowBufferManager::RemoveSpotShadow(HydraID shadow_id)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::UpdateShadowBuffer()
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
void *buffer = static_cast<void *>(m_directional_shadow_buffer.data());
|
||||
|
||||
HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraUpdateWholeGPUBufferTask *task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
|
||||
task->Intialise(m_directional_shadow_buffer_id, buffer);
|
||||
task_scheduler->WaitForTask(update_buffer_task_id);
|
||||
|
||||
void *spot_buffer = static_cast<void *>(m_spot_shadow_buffer.data());
|
||||
|
||||
update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraUpdateWholeGPUBufferTask *spot_task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
|
||||
spot_task->Intialise(m_spot_shadow_buffer_id, spot_buffer);
|
||||
task_scheduler->WaitForTask(update_buffer_task_id);
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#ifndef HYDRASHADOWBUFFERMANAGER
|
||||
#define HYDRASHADOWBUFFERMANAGER
|
||||
|
||||
#include "../engine/HydraObject.h"
|
||||
#include "HydraShadowBuffer.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
|
||||
#include <queue>
|
||||
#include <mutex>
|
||||
|
||||
class HydraShadowBufferManager : public HydraObject
|
||||
{
|
||||
public:
|
||||
void Initialise();
|
||||
void Shutdown();
|
||||
HydraID AddDirectionalShadow(HydraDirectionalShadowSourceComponent shadow);
|
||||
HydraID AddSpotShadow(HydraSpotShadowSourceComponent shadow);
|
||||
void UpdateDirectionalShadow(HydraID shadow_id, HydraDirectionalShadowSourceComponent shadow);
|
||||
void UpdateSpotShadow(HydraID shadow_id, HydraSpotShadowSourceComponent shadow);
|
||||
void RemoveDirectionalShadow(HydraID shadow_id);
|
||||
void RemoveSpotShadow(HydraID shadow_id);
|
||||
void UpdateShadowBuffer();
|
||||
private:
|
||||
std::vector<HydraDirectionalShadowSourceComponent> m_directional_shadow_buffer;
|
||||
std::vector<HydraSpotShadowSourceComponent> m_spot_shadow_buffer;
|
||||
std::queue<HydraID> m_available_dir;
|
||||
std::queue<HydraID> m_available_spot;
|
||||
uint32_t m_directional_shadow_buffer_id;
|
||||
uint32_t m_spot_shadow_buffer_id;
|
||||
std::mutex m_mutex;
|
||||
|
||||
};
|
||||
#endif /* HYDRASHADOWBUFFERMANAGER */
|
||||
@@ -57,13 +57,13 @@ HydraID HydraTextureBufferManager::LoadTexture(std::string texture_filename)
|
||||
HydraID create_tex_id = scheduler->CreateTask<HydraCreateTextureTask>(HydraThreadAffinity::Render);
|
||||
HydraCreateTextureTask *create_tex_task = static_cast<HydraCreateTextureTask *>(scheduler->GetTask(create_tex_id));
|
||||
HydraID tex_id = INVALID_HYDRA_ID;
|
||||
create_tex_task->Initialise(texture_filename,
|
||||
create_tex_task->Initialise(texture_filename,
|
||||
width,
|
||||
height,
|
||||
GL_RGBA8,
|
||||
format,
|
||||
GL_NEAREST_MIPMAP_NEAREST,
|
||||
GL_LINEAR,
|
||||
GL_LINEAR,
|
||||
GL_UNSIGNED_BYTE,
|
||||
5,
|
||||
data,
|
||||
@@ -106,12 +106,50 @@ HydraID HydraTextureBufferManager::_GetTextureID()
|
||||
return id;
|
||||
}
|
||||
|
||||
HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
|
||||
HydraID HydraTextureBufferManager::CreateTextureArray(std::string texture_name,
|
||||
uint32_t width,
|
||||
uint32_t height,
|
||||
uint32_t internal_format,
|
||||
uint32_t min_filter,
|
||||
uint32_t mag_filter,
|
||||
uint32_t levels
|
||||
)
|
||||
{
|
||||
uint32_t gl_tex_id = 0;
|
||||
glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &gl_tex_id);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, gl_tex_id);
|
||||
|
||||
|
||||
glTextureStorage3D(gl_tex_id, 1, internal_format, width, height, levels);
|
||||
|
||||
|
||||
glTextureParameteri(gl_tex_id, GL_TEXTURE_MIN_FILTER, min_filter);
|
||||
glTextureParameteri(gl_tex_id, GL_TEXTURE_MAG_FILTER, mag_filter);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
HydraTextureBuffer texture_buffer = {};
|
||||
HydraID texture_id = _GetTextureID();
|
||||
texture_buffer.texture_id = texture_id;
|
||||
texture_buffer.format = 0;
|
||||
texture_buffer.internal_format = internal_format;
|
||||
texture_buffer.width = width;
|
||||
texture_buffer.height = height;
|
||||
texture_buffer.gl_tex_id = gl_tex_id;
|
||||
texture_buffer.mag_filter = mag_filter;
|
||||
texture_buffer.min_filter = min_filter;
|
||||
|
||||
m_textures[texture_id] = texture_buffer;
|
||||
m_texture_lookup.insert(std::pair<std::string, HydraID>(texture_name, texture_id));
|
||||
|
||||
return texture_id;
|
||||
}
|
||||
|
||||
HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
|
||||
uint32_t width,
|
||||
uint32_t height,
|
||||
uint32_t internal_format,
|
||||
uint32_t min_filter,
|
||||
uint32_t mag_filter,
|
||||
uint32_t format,
|
||||
uint32_t data_type,
|
||||
uint32_t mip_levels,
|
||||
@@ -120,9 +158,8 @@ HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
|
||||
uint32_t gl_tex_id = 0;
|
||||
glCreateTextures(GL_TEXTURE_2D, 1, &gl_tex_id);
|
||||
glBindTexture(GL_TEXTURE_2D, gl_tex_id);
|
||||
|
||||
// important to create mip_levels + 1 images
|
||||
glTextureStorage2D(gl_tex_id, mip_levels + 1, internal_format, width, height);
|
||||
|
||||
glTextureStorage2D(gl_tex_id,1+ mip_levels, internal_format, width, height);
|
||||
|
||||
if (data != nullptr)
|
||||
{
|
||||
@@ -160,7 +197,7 @@ HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
|
||||
return texture_id;
|
||||
}
|
||||
|
||||
void HydraTextureBufferManager::BindTexture(HydraID texture_id)
|
||||
void HydraTextureBufferManager::BindTexture(HydraID texture_id, uint32_t target)
|
||||
{
|
||||
|
||||
if (texture_id >= MAX_TEXTURES)
|
||||
@@ -168,7 +205,7 @@ void HydraTextureBufferManager::BindTexture(HydraID texture_id)
|
||||
return;
|
||||
}
|
||||
HydraTextureBuffer texture = m_textures[texture_id];
|
||||
glBindTexture(GL_TEXTURE_2D, texture.gl_tex_id);
|
||||
glBindTexture(target, texture.gl_tex_id);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, texture.min_filter);
|
||||
|
||||
@@ -18,10 +18,19 @@ class HydraTextureBufferManager : public HydraObject
|
||||
public:
|
||||
void Intialise();
|
||||
void Shutdown();
|
||||
HydraID CreateTexture(std::string texture_name, uint32_t width, uint32_t height, uint32_t internal_format,
|
||||
HydraID CreateTexture(std::string texture_name,
|
||||
uint32_t width, uint32_t height, uint32_t internal_format,
|
||||
uint32_t min_filter, uint32_t mag_filter,
|
||||
uint32_t format = GL_RGBA, uint32_t data_type = GL_UNSIGNED_BYTE, uint32_t mip_levels = 0, void* data = nullptr);
|
||||
void BindTexture(HydraID texture_id);
|
||||
uint32_t format = GL_RGBA, uint32_t data_type = GL_UNSIGNED_BYTE, uint32_t mip_levels = 0, void* data = nullptr);
|
||||
|
||||
HydraID CreateTextureArray(std::string texture_name,
|
||||
uint32_t width,
|
||||
uint32_t height,
|
||||
uint32_t internal_format,
|
||||
uint32_t min_filter,
|
||||
uint32_t mag_filter,
|
||||
uint32_t levels);
|
||||
void BindTexture(HydraID texture_id, uint32_t target);
|
||||
void UnbindTexture(HydraID texture_id);
|
||||
void DeleteTexture(HydraID texture_id);
|
||||
HydraID LoadTexture(std::string texture_filename);
|
||||
|
||||
@@ -69,6 +69,10 @@ class HydraComponentArray : public IHydraComponentArray
|
||||
T& GetComponent(HydraID entity_id)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
if(m_entity_to_component.find(entity_id) == m_entity_to_component.end())
|
||||
{
|
||||
std::cout << "HERE";
|
||||
}
|
||||
assert(m_entity_to_component.find(entity_id) != m_entity_to_component.end() && "Trying to get a component that doesnt exist");
|
||||
HydraID component_index = m_entity_to_component[entity_id];
|
||||
return m_components[component_index];
|
||||
|
||||
@@ -26,11 +26,9 @@ public:
|
||||
template <typename T> std::shared_ptr<T> GetSystem()
|
||||
{
|
||||
std::string type_name = std::string(typeid(T).name());
|
||||
|
||||
auto it = m_systems.find(type_name);
|
||||
assert(it!= m_systems.end() && "System not found.");
|
||||
return std::static_pointer_cast<T>( it->second);
|
||||
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
@@ -50,12 +48,9 @@ public:
|
||||
template<typename T> void SetSignature(HydraSignature signature)
|
||||
{
|
||||
std::string type_name = std::string(typeid(T).name());
|
||||
|
||||
assert(m_systems.find(type_name) != m_systems.end() && "System used before registered.");
|
||||
|
||||
// Set the signature for this system
|
||||
m_signatures.insert({type_name, signature});
|
||||
|
||||
}
|
||||
void EntitySignatureChanged(HydraID entity_id, HydraSignature signature)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef HYDRADIRECTIONALSHADOWSOURCECOMPONENT
|
||||
#define HYDRADIRECTIONALSHADOWSOURCECOMPONENT
|
||||
|
||||
#include "../../engine/HydraEngine.h"
|
||||
|
||||
struct HydraDirectionalShadowSourceComponent
|
||||
{
|
||||
uint32_t entity_id;
|
||||
uint32_t shadow_id;
|
||||
uint32_t shadow_texture_id;
|
||||
uint32_t frame_buffer_id;
|
||||
float near_plane[8];
|
||||
float far_plane[8];
|
||||
alignas(16) glm::mat4 light_space_proj[6];
|
||||
alignas(16) glm::mat4 light_space_view[6];
|
||||
};
|
||||
|
||||
#endif /* HYDRACASTERCOMPONENT */
|
||||
@@ -4,11 +4,21 @@
|
||||
|
||||
struct HydraLightComponent
|
||||
{
|
||||
glm::vec4 light_colour;
|
||||
float light_intensity;
|
||||
glm::vec4 ambient = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
glm::vec4 diffuse = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
glm::vec4 specular = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
float intensity = 1.0f;
|
||||
float constant = 1.0f;
|
||||
float linear = 0.7;
|
||||
float quadratic = 1.8;
|
||||
float cutoff = 0.5f;
|
||||
float cutoff_outer = 0.75f;
|
||||
HydraID entity_id;
|
||||
uint32_t light_type;
|
||||
float padding[1];
|
||||
uint32_t shadow_map_id = 0;
|
||||
uint32_t shadow_caster = 0;
|
||||
uint32_t padding0;
|
||||
uint32_t padding1;
|
||||
};
|
||||
|
||||
#endif /* HYDRAECSLIGHTCOMPONENT */
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
#ifndef HYDRAECSSHADOWCOMPONENT
|
||||
#define HYDRAECSSHADOWCOMPONENT
|
||||
//#include "../helper/VulkanHelper.h"
|
||||
//#include "../buffer/HydraShadowMapTransform.h"
|
||||
|
||||
struct HydrahadowComponent
|
||||
{
|
||||
// HydraID shadow_map_id; //4
|
||||
// HydraID shadow_map_index; //8
|
||||
// float padding0; //12
|
||||
// float padding1; //16
|
||||
// HydraShadowMapTransform shadow_transforms[6]; //880 (144*6)
|
||||
// float padding[20]; //960
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif /* HYDRAECSSHADOWCOMPONENT */
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef HYDRASPOTSHADOWCOMPONENT
|
||||
#define HYDRASPOTSHADOWCOMPONENT
|
||||
|
||||
#include "../../engine/HydraEngine.h"
|
||||
|
||||
struct HydraSpotShadowSourceComponent
|
||||
{
|
||||
uint32_t entity_id;
|
||||
uint32_t shadow_id;
|
||||
uint32_t shadow_texture_id;
|
||||
uint32_t frame_buffer_id;
|
||||
float far_plane;
|
||||
uint32_t padding[3];
|
||||
alignas(16) glm::mat4 light_space_proj;
|
||||
alignas(16) glm::mat4 light_space_view;
|
||||
};
|
||||
|
||||
#endif /* HYDRASPOTSHADOWCOMPONENT */
|
||||
@@ -0,0 +1,118 @@
|
||||
#include "HydraDirectionalShadowSourceSystem.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../camera/HydraCamera.h"
|
||||
#include "../HydraECS.h"
|
||||
#include "../components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../components/HydraPositionComponent.h"
|
||||
#include "../components/HydraLightComponent.h"
|
||||
|
||||
#include "../../buffer/HydraShadowBuffer.h"
|
||||
#include "../../buffer/HydraTextureBufferManager.h"
|
||||
#include "../../buffer/HydraShadowBufferManager.h"
|
||||
|
||||
#include "../../scheduler/HydraTaskScheduler.h"
|
||||
#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraCreateUnBoundTextureTask.hpp"
|
||||
#include "../../task/renderer/HydraCreateCascadeShadowFrameBuffer.hpp"
|
||||
#include "../../task/renderer/HydraCreateShadowFrameBuffer.hpp"
|
||||
#include "../../actor/HydraActorManager.h"
|
||||
|
||||
void HydraDirectionalShadowSourceSystem::Initialise()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HydraDirectionalShadowSourceSystem::InitialiseComponent(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
|
||||
HydraDirectionalShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
|
||||
|
||||
HydraID shadow_id = GetEngine()->ShadowBufferManager()->AddDirectionalShadow(shadow_comp);
|
||||
assert(shadow_id != INVALID_HYDRA_ID && "Add directional Shadow - out of shadows!");
|
||||
|
||||
light_comp.shadow_map_id = shadow_id;
|
||||
light_comp.shadow_caster = 1;
|
||||
shadow_comp.shadow_id = shadow_id;
|
||||
_InitialiseShadowMap(entity_id);
|
||||
|
||||
}
|
||||
|
||||
void HydraDirectionalShadowSourceSystem::UpdateSystem(float delta_t_seconds)
|
||||
{
|
||||
for (HydraID entity_id : Entities)
|
||||
{
|
||||
_UpdateShadowMap(entity_id);
|
||||
}
|
||||
}
|
||||
|
||||
void HydraDirectionalShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraPositionComponent pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
|
||||
HydraDirectionalShadowSourceComponent &shad_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
|
||||
|
||||
float view_size = 4.0f;
|
||||
float view_near = 0.1f;
|
||||
float view_far = 4.0f;
|
||||
|
||||
glm::mat4 light_rot = glm::eulerAngleXYZ(pos_comp.orientation.x, pos_comp.orientation.y, pos_comp.orientation.z);
|
||||
glm::vec3 light_dir = glm::normalize(glm::vec3(light_rot * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
|
||||
|
||||
glm::vec3 camera_pos = GetEngine()->Camera()->GetPosition();
|
||||
|
||||
for (uint32_t i = 0; i < 6; i++)
|
||||
{
|
||||
glm::vec3 light_pos = camera_pos;//- (light_dir * 2.0f);
|
||||
glm::vec3 target_pos = light_pos + light_dir;
|
||||
glm::vec3 up_vector = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
if (glm::abs(glm::dot(light_dir, up_vector)) > 0.99f)
|
||||
{
|
||||
up_vector = glm::vec3(1.0f, 0.0f, 0.0f); // Prevent gimbal lock
|
||||
}
|
||||
|
||||
glm::mat4 view = glm::lookAt(light_pos, target_pos, up_vector);
|
||||
glm::mat4 proj = glm::ortho(-view_size, view_size, -view_size, view_size, view_near, view_far);
|
||||
|
||||
// Save data to component
|
||||
shad_comp.far_plane[i] = view_far;
|
||||
shad_comp.near_plane[i] = view_near;
|
||||
shad_comp.light_space_proj[i] = proj;
|
||||
shad_comp.light_space_view[i] = view;
|
||||
|
||||
// Scale bounds exponentially for the next cascade tier
|
||||
view_size *= 3.0f;
|
||||
view_far *= 3.0f;
|
||||
}
|
||||
GetEngine()->ShadowBufferManager()->UpdateDirectionalShadow(shad_comp.shadow_id, shad_comp);
|
||||
}
|
||||
|
||||
|
||||
void HydraDirectionalShadowSourceSystem::_InitialiseShadowMap(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraTextureBufferManager *tex_man = engine->TextureBufferManager();
|
||||
HydraDirectionalShadowSourceComponent &shad_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
|
||||
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
shad_comp.entity_id = entity_id;
|
||||
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
|
||||
uint32_t depth_texture_id = 0;
|
||||
HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateCascadeShadowFrameBuffer>(HydraThreadAffinity::Render);
|
||||
HydraCreateCascadeShadowFrameBuffer *fb_task = static_cast<HydraCreateCascadeShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
|
||||
fb_task->Initialise(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_id);
|
||||
|
||||
task_scheduler->WaitForTask(create_framebuffer_task_id);
|
||||
shad_comp.shadow_texture_id = depth_texture_id;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef HYDRADIRECTIONALSHADOWSOURCESYSTEM
|
||||
#define HYDRADIRECTIONALSHADOWSOURCESYSTEM
|
||||
#include "../../engine/HydraObject.h"
|
||||
#include "../HydraSystem.h"
|
||||
#include "../components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include <GLMIncludes.h>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
class HydraDirectionalShadowSourceSystem : public HydraSystem
|
||||
{
|
||||
public:
|
||||
virtual void Initialise() override;
|
||||
protected:
|
||||
void InitialiseComponent(HydraID entity_id) override;
|
||||
void UpdateSystem(float delta_t_seconds) override;
|
||||
private:
|
||||
void _UpdateShadowMap(HydraID entity_id);
|
||||
void _InitialiseShadowMap(HydraID entity_id);
|
||||
std::mutex m_mutex;
|
||||
|
||||
};
|
||||
|
||||
#endif /* HYDRASHADOWCASTERSYSTEM */
|
||||
@@ -0,0 +1,116 @@
|
||||
#include "HydraSpotShadowSourceSystem.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../camera/HydraCamera.h"
|
||||
#include "../HydraECS.h"
|
||||
#include "../components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../components/HydraPositionComponent.h"
|
||||
#include "../components/HydraLightComponent.h"
|
||||
|
||||
#include "../../buffer/HydraShadowBuffer.h"
|
||||
#include "../../buffer/HydraTextureBufferManager.h"
|
||||
#include "../../buffer/HydraShadowBufferManager.h"
|
||||
|
||||
#include "../../scheduler/HydraTaskScheduler.h"
|
||||
#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraCreateUnBoundTextureTask.hpp"
|
||||
|
||||
#include "../../task/renderer/HydraCreateCascadeShadowFrameBuffer.hpp"
|
||||
#include "../../task/renderer/HydraCreateShadowFrameBuffer.hpp"
|
||||
#include "../../actor/HydraActorManager.h"
|
||||
|
||||
void HydraSpotShadowSourceSystem::Initialise()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HydraSpotShadowSourceSystem::InitialiseComponent(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
|
||||
HydraSpotShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraSpotShadowSourceComponent>(entity_id);
|
||||
|
||||
HydraID shadow_id = GetEngine()->ShadowBufferManager()->AddSpotShadow(shadow_comp);
|
||||
assert(shadow_id != INVALID_HYDRA_ID && "Add Spot Shadow - out of shadows!");
|
||||
|
||||
light_comp.shadow_map_id = shadow_id;
|
||||
light_comp.shadow_caster = 1;
|
||||
shadow_comp.shadow_id = shadow_id;
|
||||
_InitialiseShadowMap(entity_id);
|
||||
|
||||
}
|
||||
|
||||
void HydraSpotShadowSourceSystem::UpdateSystem(float delta_t_seconds)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
|
||||
for (HydraID entity_id : Entities)
|
||||
{
|
||||
_UpdateShadowMap(entity_id);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void HydraSpotShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraPositionComponent pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
|
||||
HydraSpotShadowSourceComponent &shad_comp = ecs->GetComponent<HydraSpotShadowSourceComponent>(entity_id);
|
||||
HydraLightComponent light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
float view_size = 50.0f;
|
||||
float view_near = 0.3f;
|
||||
float view_far = 50.0f;
|
||||
|
||||
glm::mat4 light_rot = glm::eulerAngleXYZ(pos_comp.orientation.x, pos_comp.orientation.y, pos_comp.orientation.z);
|
||||
glm::vec3 light_dir = glm::normalize(glm::vec3(light_rot * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
|
||||
|
||||
glm::vec3 light_pos = pos_comp.position;
|
||||
glm::vec3 target_pos = light_pos + light_dir;
|
||||
glm::vec3 up_vector = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
if (glm::abs(glm::dot(light_dir, up_vector)) > 0.99f)
|
||||
{
|
||||
up_vector = glm::vec3(1.0f, 0.0f, 0.0f); // Prevent gimbal lock
|
||||
}
|
||||
|
||||
glm::mat4 view = glm::lookAt(light_pos, target_pos, up_vector);
|
||||
|
||||
float fovRad = glm::radians(55.0f);
|
||||
glm::mat4 proj = glm::perspectiveFovRH<float>(fovRad, view_size, view_size, view_near, view_far);
|
||||
|
||||
// Save data to component
|
||||
shad_comp.far_plane = view_far;
|
||||
shad_comp.light_space_proj = proj;
|
||||
shad_comp.light_space_view = view;
|
||||
GetEngine()->ShadowBufferManager()->UpdateSpotShadow(shad_comp.shadow_id, shad_comp);
|
||||
}
|
||||
|
||||
|
||||
void HydraSpotShadowSourceSystem::_InitialiseShadowMap(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraTextureBufferManager *tex_man = engine->TextureBufferManager();
|
||||
HydraSpotShadowSourceComponent &shad_comp = ecs->GetComponent<HydraSpotShadowSourceComponent>(entity_id);
|
||||
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
shad_comp.entity_id = entity_id;
|
||||
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
|
||||
uint32_t depth_texture_id = 0;
|
||||
HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateShadowFrameBuffer>(HydraThreadAffinity::Render);
|
||||
HydraCreateShadowFrameBuffer *fb_task = static_cast<HydraCreateShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
|
||||
fb_task->Initialise(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_id);
|
||||
|
||||
task_scheduler->WaitForTask(create_framebuffer_task_id);
|
||||
shad_comp.shadow_texture_id = depth_texture_id;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
#ifndef HYDRASPOTSHADOWSOURCESYSTEM
|
||||
#define HYDRASPOTSHADOWSOURCESYSTEM
|
||||
|
||||
|
||||
#include "../../engine/HydraObject.h"
|
||||
#include "../HydraSystem.h"
|
||||
#include "../components/HydraSpotShadowSourceComponent.h"
|
||||
#include <GLMIncludes.h>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
class HydraSpotShadowSourceSystem : public HydraSystem
|
||||
{
|
||||
public:
|
||||
virtual void Initialise() override;
|
||||
protected:
|
||||
void InitialiseComponent(HydraID entity_id) override;
|
||||
void UpdateSystem(float delta_t_seconds) override;
|
||||
private:
|
||||
void _UpdateShadowMap(HydraID entity_id);
|
||||
void _InitialiseShadowMap(HydraID entity_id);
|
||||
|
||||
|
||||
|
||||
|
||||
std::mutex m_mutex;
|
||||
|
||||
};
|
||||
|
||||
#endif /* HYDRASPOTSHADOWSOURCESYSTEM */
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraMaterialBufferManager.h"
|
||||
#include "../buffer/HydraLightBufferManager.h"
|
||||
#include "../buffer/HydraShadowBufferManager.h"
|
||||
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/systems/HydraTransformSystem.h"
|
||||
@@ -20,6 +21,8 @@
|
||||
#include "../ecs/systems/HydraRenderSystem.h"
|
||||
#include "../ecs/systems/HydraMaterialSystem.h"
|
||||
#include "../ecs/systems/HydraLightSystem.h"
|
||||
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
|
||||
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
|
||||
|
||||
#include "../ecs/components/HydraPositionComponent.h"
|
||||
#include "../ecs/components/HydraMeshComponent.h"
|
||||
@@ -27,6 +30,8 @@
|
||||
#include "../ecs/components/HydraTextureComponent.h"
|
||||
#include "../ecs/components/HydraMaterialComponent.h"
|
||||
#include "../ecs/components/HydraLightComponent.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
|
||||
|
||||
#include "../camera/HydraCamera.h"
|
||||
@@ -35,6 +40,7 @@
|
||||
#include "../pipeline/HydraPipeline.h"
|
||||
#include "../pipeline/HydraForwardPipeline.h"
|
||||
#include "../pipeline/HydraDeferredPipeline.h"
|
||||
#include "../pipeline/HydraShadowPipeline.h"
|
||||
|
||||
#include "../task/windowmanager/HydraInitialiseWindowManagerTask.hpp"
|
||||
#include "../task/windowmanager/HydraShutdownWindowManagerTask.hpp"
|
||||
@@ -49,8 +55,11 @@
|
||||
#include "../task/ecs/HydraInitialiseComponentsTask.hpp"
|
||||
#include "../task/buffer/HydraShutdownBufferManagerTask.hpp"
|
||||
#include "../task/buffer/HydraInitialiseTextureManagerTask.hpp"
|
||||
#include "../task/buffer/HydraInitialiseShadowBufferTask.hpp"
|
||||
#include "../task/actor/HydraUpdatePlayerTask.h"
|
||||
|
||||
#include "../task/renderer/HydraEndRenderTask.hpp"
|
||||
|
||||
#include "../mesh/HydraMeshManager.h"
|
||||
HydraTaskScheduler *const HydraEngine::TaskScheduler()
|
||||
{
|
||||
@@ -142,6 +151,11 @@ HydraLightBufferManager *const HydraEngine::LightBufferManager()
|
||||
return m_light_buffer_manager;
|
||||
}
|
||||
|
||||
HydraShadowBufferManager *const HydraEngine::ShadowBufferManager()
|
||||
{
|
||||
return m_shadow_buffer_manager;
|
||||
}
|
||||
|
||||
void HydraEngine::PossessPlayer(HydraID actor_id)
|
||||
{
|
||||
m_possessed_actor_id = actor_id;
|
||||
@@ -176,9 +190,11 @@ void HydraEngine::_CreateManagers()
|
||||
m_mesh_manager = new HydraMeshManager();
|
||||
m_pipeline = new HydraForwardPipeline();
|
||||
m_deferred_pipeline = new HydraDeferredPipeline();
|
||||
m_shadow_pipeline = new HydraShadowPipeline();
|
||||
m_texture_buffer_manager = new HydraTextureBufferManager();
|
||||
m_material_buffer_manager = new HydraMaterialBufferManager();
|
||||
m_light_buffer_manager = new HydraLightBufferManager();
|
||||
m_shadow_buffer_manager = new HydraShadowBufferManager();
|
||||
}
|
||||
|
||||
void HydraEngine::_InitialiseManagers()
|
||||
@@ -200,6 +216,9 @@ void HydraEngine::_InitialiseManagers()
|
||||
m_material_buffer_manager->Intialise();
|
||||
m_light_buffer_manager->Initialise();
|
||||
|
||||
HydraID create_shadow_buffer_task_id = m_task_scheduler->CreateTask<HydraInitialiseShadowBufferTask>(HydraThreadAffinity::Render);
|
||||
m_task_scheduler->WaitForTask(create_shadow_buffer_task_id);
|
||||
|
||||
}
|
||||
|
||||
void HydraEngine::_InitialiseSystems()
|
||||
@@ -210,30 +229,49 @@ void HydraEngine::_InitialiseSystems()
|
||||
m_ecs->RegisterComponentType<HydraTextureComponent>();
|
||||
m_ecs->RegisterComponentType<HydraMaterialComponent>();
|
||||
m_ecs->RegisterComponentType<HydraLightComponent>();
|
||||
m_ecs->RegisterComponentType<HydraDirectionalShadowSourceComponent>();
|
||||
m_ecs->RegisterComponentType<HydraSpotShadowSourceComponent>();
|
||||
|
||||
m_mesh_system = m_ecs->RegisterSystem<HydraMeshSystem>();
|
||||
m_transform_system = m_ecs->RegisterSystem<HydraTransformSystem>();
|
||||
m_render_system = m_ecs->RegisterSystem<HydraRenderSystem>();
|
||||
m_material_system = m_ecs->RegisterSystem<HydraMaterialSystem>();
|
||||
m_light_system = m_ecs->RegisterSystem<HydraLightSystem>();
|
||||
m_directional_shadow_system = m_ecs->RegisterSystem<HydraDirectionalShadowSourceSystem>();
|
||||
m_spot_shadow_system = m_ecs->RegisterSystem<HydraSpotShadowSourceSystem>();
|
||||
|
||||
HydraSignature mesh_sig;
|
||||
HydraSignature trans_sig;
|
||||
HydraSignature render_sig;
|
||||
HydraSignature material_sig;
|
||||
HydraSignature light_sig;
|
||||
HydraSignature directional_shadow_sig;
|
||||
HydraSignature spot_shadow_sig;
|
||||
|
||||
mesh_sig.set(m_ecs->GetComponentType<HydraMeshComponent>(),true);
|
||||
trans_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(),true);
|
||||
render_sig.set(m_ecs->GetComponentType<HydraRenderableComponent>(),true);
|
||||
material_sig.set(m_ecs->GetComponentType<HydraMaterialComponent>(),true);
|
||||
|
||||
light_sig.set(m_ecs->GetComponentType<HydraLightComponent>(), true);
|
||||
light_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
|
||||
|
||||
directional_shadow_sig.set(m_ecs->GetComponentType<HydraLightComponent>(), true);
|
||||
directional_shadow_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
|
||||
directional_shadow_sig.set(m_ecs->GetComponentType<HydraDirectionalShadowSourceComponent>(), true);
|
||||
|
||||
spot_shadow_sig.set(m_ecs->GetComponentType<HydraLightComponent>(), true);
|
||||
spot_shadow_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
|
||||
spot_shadow_sig.set(m_ecs->GetComponentType<HydraSpotShadowSourceComponent>(), true);
|
||||
|
||||
m_ecs->SetSystemSignature<HydraMeshSystem>(mesh_sig);
|
||||
m_ecs->SetSystemSignature<HydraTransformSystem>(trans_sig);
|
||||
m_ecs->SetSystemSignature<HydraRenderSystem>(render_sig);
|
||||
m_ecs->SetSystemSignature<HydraMaterialSystem>(material_sig);
|
||||
m_ecs->SetSystemSignature<HydraLightSystem>(light_sig);
|
||||
m_ecs->SetSystemSignature<HydraDirectionalShadowSourceSystem>(directional_shadow_sig);
|
||||
m_ecs->SetSystemSignature<HydraSpotShadowSourceSystem>(spot_shadow_sig);
|
||||
|
||||
}
|
||||
|
||||
void HydraEngine::_UpdateSystems()
|
||||
@@ -250,13 +288,29 @@ void HydraEngine::_InitialiseSystems()
|
||||
|
||||
m_task_scheduler->StartTask(update_trans_id);
|
||||
m_task_scheduler->StartTask(update_mat_id);
|
||||
|
||||
m_task_scheduler->WaitForBarrier(posUpdateBarrierID);
|
||||
|
||||
HydraID update_light_id = m_task_scheduler->CreateTask<HydraUpdateSystemTask>(HydraThreadAffinity::General);
|
||||
HydraUpdateSystemTask* update_light_task = static_cast<HydraUpdateSystemTask*>(m_task_scheduler->GetTask(update_light_id));
|
||||
update_light_task->Initialise(m_delta_t, m_light_system);
|
||||
m_task_scheduler->WaitForTask(update_light_id);
|
||||
|
||||
HydraID shadow_barrier = m_task_scheduler->CreateBarrier();
|
||||
|
||||
HydraID update_shadow_id = m_task_scheduler->CreateTask<HydraUpdateSystemTask>(HydraThreadAffinity::General, shadow_barrier);
|
||||
HydraUpdateSystemTask* update_shadow_task = static_cast<HydraUpdateSystemTask*>(m_task_scheduler->GetTask(update_shadow_id));
|
||||
update_shadow_task->Initialise(m_delta_t, m_directional_shadow_system);
|
||||
|
||||
|
||||
HydraID update_spot_shadow_id = m_task_scheduler->CreateTask<HydraUpdateSystemTask>(HydraThreadAffinity::General, shadow_barrier);
|
||||
HydraUpdateSystemTask* update_spot_shadow_task = static_cast<HydraUpdateSystemTask*>(m_task_scheduler->GetTask(update_spot_shadow_id));
|
||||
update_spot_shadow_task->Initialise(m_delta_t, m_spot_shadow_system);
|
||||
|
||||
m_task_scheduler->StartTask(update_shadow_id);
|
||||
m_task_scheduler->StartTask(update_spot_shadow_id);
|
||||
m_task_scheduler->WaitForBarrier(shadow_barrier);
|
||||
|
||||
m_shadow_buffer_manager->UpdateShadowBuffer();
|
||||
}
|
||||
|
||||
void HydraEngine::_GameLoop()
|
||||
@@ -285,6 +339,11 @@ void HydraEngine::_GameLoop()
|
||||
pipeline_task->Initialise(m_pipeline);
|
||||
m_task_scheduler->WaitForTask(initialise_pipeline_task_id);
|
||||
|
||||
HydraID initialise_shadow_pipeline_task_id = m_task_scheduler->CreateTask<HydraInitialisePipelineTask>(HydraThreadAffinity::Render);
|
||||
HydraInitialisePipelineTask *pipeline_shadow_task = static_cast<HydraInitialisePipelineTask*>(m_task_scheduler->GetTask(initialise_shadow_pipeline_task_id));
|
||||
pipeline_shadow_task->Initialise(m_shadow_pipeline);
|
||||
m_task_scheduler->WaitForTask(initialise_shadow_pipeline_task_id);
|
||||
|
||||
HydraID initialise_def_pipeline_task_id = m_task_scheduler->CreateTask<HydraInitialisePipelineTask>(HydraThreadAffinity::Render);
|
||||
HydraInitialisePipelineTask *pipeline_def_task = static_cast<HydraInitialisePipelineTask*>(m_task_scheduler->GetTask(initialise_def_pipeline_task_id));
|
||||
pipeline_def_task->Initialise(m_deferred_pipeline);
|
||||
@@ -333,15 +392,20 @@ void HydraEngine::_GameLoop()
|
||||
|
||||
_UpdateSystems();
|
||||
|
||||
// HydraID render_task_id = m_task_scheduler->CreateTask<HydraRenderPipelineTask>(HydraThreadAffinity::Render);
|
||||
// HydraRenderPipelineTask* render_task = static_cast<HydraRenderPipelineTask*>(m_task_scheduler->GetTask(render_task_id));
|
||||
// render_task->Initialise(m_pipeline);
|
||||
// m_task_scheduler->WaitForTask(render_task_id);
|
||||
|
||||
|
||||
HydraID render_shadow_task_id = m_task_scheduler->CreateTask<HydraRenderPipelineTask>(HydraThreadAffinity::Render);
|
||||
HydraRenderPipelineTask* render_shadow_task = static_cast<HydraRenderPipelineTask*>(m_task_scheduler->GetTask(render_shadow_task_id));
|
||||
render_shadow_task->Initialise(m_shadow_pipeline);
|
||||
m_task_scheduler->WaitForTask(render_shadow_task_id);
|
||||
|
||||
HydraID render_def_task_id = m_task_scheduler->CreateTask<HydraRenderPipelineTask>(HydraThreadAffinity::Render);
|
||||
HydraRenderPipelineTask* render_def_task = static_cast<HydraRenderPipelineTask*>(m_task_scheduler->GetTask(render_def_task_id));
|
||||
render_def_task->Initialise(m_deferred_pipeline);
|
||||
m_task_scheduler->WaitForTask(render_def_task_id);
|
||||
|
||||
HydraID end_task_id = m_task_scheduler->CreateTask<HydraEndRenderTask>(HydraThreadAffinity::Render);
|
||||
m_task_scheduler->WaitForTask(end_task_id);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -25,6 +25,9 @@ class HydraTextureBufferManager;
|
||||
class HydraMaterialBufferManager;
|
||||
class HydraLightBufferManager;
|
||||
class HydraLightSystem;
|
||||
class HydraDirectionalShadowSourceSystem;
|
||||
class HydraSpotShadowSourceSystem;
|
||||
class HydraShadowBufferManager;
|
||||
|
||||
class CLASS_DEFINE HydraEngine : public HydraObject
|
||||
{
|
||||
@@ -56,6 +59,7 @@ public:
|
||||
HydraTextureBufferManager* const TextureBufferManager();
|
||||
HydraMaterialBufferManager* const MaterialBufferManager();
|
||||
HydraLightBufferManager* const LightBufferManager();
|
||||
HydraShadowBufferManager* const ShadowBufferManager();
|
||||
void PossessPlayer(HydraID actor_id);
|
||||
HydraID GetPossessedPlayer();
|
||||
float GetDeltaT();
|
||||
@@ -82,15 +86,19 @@ private:
|
||||
HydraRenderSettings m_render_settings;
|
||||
HydraPipeline* m_pipeline = nullptr;
|
||||
HydraPipeline* m_deferred_pipeline = nullptr;
|
||||
HydraPipeline* m_shadow_pipeline = nullptr;
|
||||
HydraTextureBufferManager* m_texture_buffer_manager = nullptr;
|
||||
HydraMaterialBufferManager* m_material_buffer_manager = nullptr;
|
||||
HydraLightBufferManager* m_light_buffer_manager = nullptr;
|
||||
|
||||
HydraShadowBufferManager* m_shadow_buffer_manager = nullptr;
|
||||
std::shared_ptr<HydraMeshSystem> m_mesh_system;
|
||||
std::shared_ptr<HydraTransformSystem> m_transform_system;
|
||||
std::shared_ptr<HydraRenderSystem> m_render_system;
|
||||
std::shared_ptr<HydraMaterialSystem> m_material_system;
|
||||
std::shared_ptr<HydraLightSystem> m_light_system;
|
||||
std::shared_ptr<HydraDirectionalShadowSourceSystem> m_directional_shadow_system;
|
||||
std::shared_ptr<HydraSpotShadowSourceSystem> m_spot_shadow_system;
|
||||
|
||||
|
||||
bool m_running = true;
|
||||
float m_delta_t = 0.0f;
|
||||
|
||||
@@ -280,17 +280,17 @@ void HydraGLTFLoader::_ProcessGLTFTextures(aiScene const *scene, std::vector<uin
|
||||
//stbi_set_flip_vertically_on_load(1);
|
||||
stbi_uc* data = stbi_load_from_memory(reinterpret_cast<stbi_uc*>(tex->pcData), tex->mWidth, &width, &height, &channels, 4);
|
||||
|
||||
HydraID texture_id = texture_manager->CreateTexture(texture_name,
|
||||
HydraID texture_id = texture_manager->CreateTexture(texture_name,
|
||||
width,
|
||||
height,
|
||||
GL_RGBA8,
|
||||
GL_LINEAR_MIPMAP_LINEAR,
|
||||
GL_LINEAR,
|
||||
GL_LINEAR,
|
||||
GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,
|
||||
5,
|
||||
data);
|
||||
texture_manager->BindTexture(texture_id);
|
||||
texture_manager->BindTexture(texture_id, GL_TEXTURE_2D);
|
||||
// store the texture id against the scene index for the texture. Materials will have *n where n is the index
|
||||
texture_lookup[i_tex] = texture_id;
|
||||
}
|
||||
|
||||
@@ -5,14 +5,20 @@
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraLightBufferManager.h"
|
||||
#include "PerFrameUBO.hpp"
|
||||
#include "TextureDebugUBO.hpp"
|
||||
|
||||
#include "../camera/HydraCamera.h"
|
||||
#include "../renderer/HydraRenderer.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/systems/HydraRenderSystem.h"
|
||||
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
#include "../mesh/StandardVertex.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../actor/HydraOutputActor.h"
|
||||
#include "../actor/HydraTextureDebugActor.h"
|
||||
|
||||
void HydraDeferredPipeline::Initialise()
|
||||
{
|
||||
@@ -22,7 +28,8 @@ void HydraDeferredPipeline::Initialise()
|
||||
_CreateOutputActor();
|
||||
_CreateFrameBuffer();
|
||||
_CreateColourRenderStage();
|
||||
_CreateOutputRenderStage();
|
||||
_CreateOutputRenderStage();
|
||||
_CreateTextureDebugOutputStage();
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::Shutdown()
|
||||
@@ -38,23 +45,33 @@ void HydraDeferredPipeline::Shutdown()
|
||||
void HydraDeferredPipeline::Render()
|
||||
{
|
||||
_UpdateUBO();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_frame_buffer_id);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // we're not using the stencil buffer now
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
HydraECS* ecs = GetEngine()->ECS();
|
||||
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
|
||||
|
||||
GetEngine()->Renderer()->BeginFrame();
|
||||
HydraRenderSettings render_settings = GetEngine()->RenderSettings();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glViewport(0, 0, render_settings.ViewportWidth, render_settings.ViewportHeight);
|
||||
|
||||
float clear_colour[4] = {0, 0, 0, 0};
|
||||
float depth_value = 1;
|
||||
|
||||
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 0, clear_colour);
|
||||
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 1, clear_colour);
|
||||
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 2, clear_colour);
|
||||
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 3, clear_colour);
|
||||
glClearNamedFramebufferfv(m_frame_buffer_id, GL_DEPTH, 0, &depth_value);
|
||||
|
||||
float screen_colour[4] = {0.0f, 0.5f, 0.7f, 1.0f};
|
||||
glClearNamedFramebufferfv(0, GL_COLOR, 0, screen_colour);
|
||||
glClearNamedFramebufferfv(0, GL_DEPTH, 0, &depth_value);
|
||||
|
||||
for(uint32_t rs_idx = 0; rs_idx <m_render_stages.size(); rs_idx++)
|
||||
{
|
||||
m_render_stages[rs_idx]->Render(render_system->Entities);
|
||||
}
|
||||
GetEngine()->Renderer()->EndFrame();
|
||||
}
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_UpdateUBO()
|
||||
@@ -79,6 +96,21 @@ void HydraDeferredPipeline::_UpdateUBO()
|
||||
output_ubo.light_count = light_count;
|
||||
buffer_manager->UpdateWholeBuffer(m_per_frame_output_ubo, &output_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_output_ubo);
|
||||
|
||||
std::shared_ptr<HydraSpotShadowSourceSystem> sys = GetEngine()->ECS()->GetSystem<HydraSpotShadowSourceSystem>();
|
||||
HydraID texture_id = 0;
|
||||
if(sys->Entities.size() > 0)
|
||||
{
|
||||
auto it = sys->Entities.begin();
|
||||
HydraSpotShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraSpotShadowSourceComponent>(*it);
|
||||
texture_id = shad_comp.shadow_texture_id;
|
||||
}
|
||||
TextureDebugUBO texture_ubo = {};
|
||||
texture_ubo.view = glm::translate(glm::vec3(1,1,0));
|
||||
texture_ubo.proj = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f);
|
||||
texture_ubo.shadow_idx = texture_id;
|
||||
buffer_manager->UpdateWholeBuffer(m_texture_debug_ubo, &texture_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, m_texture_debug_ubo);
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateFrameBuffer()
|
||||
@@ -127,12 +159,11 @@ void HydraDeferredPipeline::_CreateFrameBuffer()
|
||||
glDrawBuffers(4, draw_buffers);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
tex_buffer_manager->BindTexture(depth_texture.texture_id);
|
||||
tex_buffer_manager->BindTexture(buffer_0_texture.texture_id);
|
||||
tex_buffer_manager->BindTexture(metal_rough_texture.texture_id);
|
||||
tex_buffer_manager->BindTexture(normal_texture.texture_id);
|
||||
tex_buffer_manager->BindTexture(position_texture.texture_id);
|
||||
|
||||
tex_buffer_manager->BindTexture(depth_texture.texture_id, GL_TEXTURE_2D);
|
||||
tex_buffer_manager->BindTexture(buffer_0_texture.texture_id, GL_TEXTURE_2D);
|
||||
tex_buffer_manager->BindTexture(metal_rough_texture.texture_id, GL_TEXTURE_2D);
|
||||
tex_buffer_manager->BindTexture(normal_texture.texture_id, GL_TEXTURE_2D);
|
||||
tex_buffer_manager->BindTexture(position_texture.texture_id, GL_TEXTURE_2D);
|
||||
|
||||
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
|
||||
buffer_manager->UpdateWholeBuffer(m_output_texture_ubo, &actor->texture_buffers[0]);
|
||||
@@ -152,17 +183,17 @@ void HydraDeferredPipeline::_CreateColourRenderStage()
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
|
||||
shader_binding.block_name.push_back("PositionsBuffer");
|
||||
shader_binding.block_name.push_back("positions_buffer");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(pos_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("MaterialBuffer");
|
||||
shader_binding.block_name.push_back("material_buffer");
|
||||
shader_binding.binding_point.push_back(2);
|
||||
shader_binding.buffer_id.push_back(mat_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("TextureBuffer");
|
||||
shader_binding.block_name.push_back("texture_buffer");
|
||||
shader_binding.binding_point.push_back(3);
|
||||
shader_binding.buffer_id.push_back(tex_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
@@ -173,14 +204,14 @@ void HydraDeferredPipeline::_CreateColourRenderStage()
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
std::vector<uint32_t> textures;
|
||||
|
||||
|
||||
|
||||
render_stage->Initialise(shader_path + "deferred_shader.vert",
|
||||
shader_path + "deferred_shader.frag",
|
||||
shader_path + "deferred_shader.frag", "",
|
||||
shader_binding,
|
||||
m_frame_buffer_id,
|
||||
textures,
|
||||
true,
|
||||
GL_BACK,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages.push_back(render_stage);
|
||||
}
|
||||
@@ -204,15 +235,16 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
|
||||
HydraID output_texture_buffer_id = buffer_manager->FindBuffer("DeferredOutputTextureUBO");
|
||||
HydraID light_buffer_id = buffer_manager->FindBuffer("LightBuffer");
|
||||
HydraID directional_shadow_buffer_id = buffer_manager->FindBuffer("DirectionalShadowBuffer");
|
||||
HydraID spot_shadow_buffer_id = buffer_manager->FindBuffer("SpotShadowBuffer");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
shader_binding.block_name.push_back("PositionsBuffer");
|
||||
shader_binding.block_name.push_back("position_buffer");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(pos_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
|
||||
shader_binding.block_name.push_back("TextureBuffer");
|
||||
shader_binding.block_name.push_back("texture_buffer");
|
||||
shader_binding.binding_point.push_back(3);
|
||||
shader_binding.buffer_id.push_back(tex_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
@@ -227,29 +259,87 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
shader_binding.buffer_id.push_back(output_texture_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("LightBuffer");
|
||||
shader_binding.block_name.push_back("light_buffer");
|
||||
shader_binding.binding_point.push_back(4);
|
||||
shader_binding.buffer_id.push_back(light_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("directional_shadow_buffer");
|
||||
shader_binding.binding_point.push_back(5);
|
||||
shader_binding.buffer_id.push_back(directional_shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("spot_shadow_buffer");
|
||||
shader_binding.binding_point.push_back(6);
|
||||
shader_binding.buffer_id.push_back(spot_shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
render_stage->Initialise(shader_path + "deferred_output_shader.vert",
|
||||
shader_path + "deferred_output_shader.frag",
|
||||
shader_path + "deferred_output_shader.frag", "",
|
||||
shader_binding,
|
||||
0,
|
||||
textures,
|
||||
false,
|
||||
GL_BACK,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_OUTPUT);
|
||||
m_render_stages.push_back(render_stage);
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateTextureDebugOutputStage()
|
||||
{
|
||||
HydraRenderStage* render_stage = new HydraRenderStage();
|
||||
std::string shader_path = std::string(shader_base);
|
||||
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
|
||||
|
||||
std::vector<uint32_t> textures;
|
||||
|
||||
GetEngine()->ActorManager()->InitialiseActor(m_output_actor_id);
|
||||
HydraOutputActor* actor = static_cast<HydraOutputActor*>(GetEngine()->ActorManager()->GetActor(m_output_actor_id));
|
||||
|
||||
HydraTextureBufferManager* tex_buf_manager = GetEngine()->TextureBufferManager();
|
||||
|
||||
HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
|
||||
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
|
||||
HydraID texture_debug_ubo = buffer_manager->FindBuffer("TextureDebugUBO");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
shader_binding.block_name.push_back("position_buffer");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(pos_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("texture_buffer");
|
||||
shader_binding.binding_point.push_back(3);
|
||||
shader_binding.buffer_id.push_back(tex_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("uniform_per_frame");
|
||||
shader_binding.binding_point.push_back(0);
|
||||
shader_binding.buffer_id.push_back(texture_debug_ubo);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
render_stage->Initialise(shader_path + "texture_debug_shader.vert",
|
||||
shader_path + "texture_debug_shader.frag", "",
|
||||
shader_binding,
|
||||
0,
|
||||
textures,
|
||||
false,
|
||||
GL_BACK,
|
||||
false,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_TEXTURE_DEBUG);
|
||||
m_render_stages.push_back(render_stage);
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateOutputActor()
|
||||
{
|
||||
m_output_actor_id = GetEngine()->ActorManager()->CreateActor<HydraOutputActor>();
|
||||
GetEngine()->ActorManager()->InitialiseActor(m_output_actor_id);
|
||||
HydraOutputActor* actor = static_cast<HydraOutputActor*>(GetEngine()->ActorManager()->GetActor(m_output_actor_id));
|
||||
|
||||
|
||||
m_texture_debug_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTextureDebugActor>();
|
||||
GetEngine()->ActorManager()->InitialiseActor(m_texture_debug_actor_id);
|
||||
HydraTextureDebugActor* tex_actor = static_cast<HydraTextureDebugActor*>(GetEngine()->ActorManager()->GetActor(m_texture_debug_actor_id));
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateUBOs()
|
||||
@@ -265,6 +355,7 @@ void HydraDeferredPipeline::_CreateUBOs()
|
||||
m_output_texture_ubo = buffer_manager->CreateGPUBuffer("DeferredOutputTextureUBO",
|
||||
sizeof(uint32_t)*16, 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
|
||||
m_texture_debug_ubo = buffer_manager->CreateGPUBuffer("TextureDebugUBO",
|
||||
sizeof(TextureDebugUBO), 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
}
|
||||
|
||||
|
||||
@@ -24,9 +24,10 @@ class HydraDeferredPipeline : public HydraPipeline
|
||||
HydraID m_buffer_0 = INVALID_HYDRA_ID; //Frame buffer 0;
|
||||
HydraID m_depth = INVALID_HYDRA_ID;
|
||||
HydraID m_output_actor_id = INVALID_HYDRA_ID;
|
||||
HydraID m_texture_debug_actor_id = INVALID_HYDRA_ID;
|
||||
HydraID m_output_texture_ubo = INVALID_HYDRA_ID;
|
||||
HydraID m_output_light_ubo = INVALID_HYDRA_ID;
|
||||
|
||||
HydraID m_texture_debug_ubo = INVALID_HYDRA_ID;
|
||||
uint32_t m_frame_buffer_id;
|
||||
|
||||
void _UpdateUBO();
|
||||
@@ -35,6 +36,7 @@ class HydraDeferredPipeline : public HydraPipeline
|
||||
void _CreateColourRenderStage();
|
||||
void _CreateOutputRenderStage();
|
||||
void _CreateOutputActor();
|
||||
void _CreateTextureDebugOutputStage();
|
||||
void _CreateUBOs();
|
||||
};
|
||||
|
||||
|
||||
@@ -36,14 +36,11 @@ void HydraForwardPipeline::Initialise()
|
||||
std::vector<uint32_t> textures;
|
||||
std::vector<uint32_t> rb_attachments;
|
||||
|
||||
|
||||
|
||||
render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", shader_binding, 0, textures, true, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", "", shader_binding, 0, textures, true, GL_BACK, true, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages.push_back(render_stage);
|
||||
|
||||
|
||||
m_per_frame_ubo = buffer_manager->CreateGPUBuffer("PerFrameUBO",
|
||||
sizeof(PerFrameUBO), 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
sizeof(PerFrameUBO), 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
}
|
||||
|
||||
@@ -63,13 +60,16 @@ void HydraForwardPipeline::Render()
|
||||
HydraECS* ecs = GetEngine()->ECS();
|
||||
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
|
||||
|
||||
GetEngine()->Renderer()->BeginFrame();
|
||||
float depth_value = 1;
|
||||
float screen_colour[4] = {0, 0.2, 0.7, 1};
|
||||
|
||||
glClearNamedFramebufferfv(0, GL_COLOR, 0, screen_colour);
|
||||
glClearNamedFramebufferfv(0, GL_DEPTH, 0, &depth_value);
|
||||
|
||||
for(uint32_t rs_idx = 0; rs_idx <m_render_stages.size(); rs_idx++)
|
||||
{
|
||||
m_render_stages[rs_idx]->Render(render_system->Entities);
|
||||
}
|
||||
GetEngine()->Renderer()->EndFrame();
|
||||
}
|
||||
|
||||
void HydraForwardPipeline::_UpdateUBO()
|
||||
|
||||
@@ -14,32 +14,58 @@
|
||||
|
||||
void HydraRenderStage::Initialise(std::string vertex_shader_file,
|
||||
std::string fragment_shader_file,
|
||||
std::string geometry_shader_file,
|
||||
HydraShaderBinding shader_binding,
|
||||
uint32_t framebuffer_id,
|
||||
std::vector<uint32_t> textures,
|
||||
bool enable_culling,
|
||||
bool enable_culling,
|
||||
uint32_t cull_face,
|
||||
bool depth_enable,
|
||||
HYDRA_RENDERABLE_TYPE renderable_type)
|
||||
{
|
||||
m_framebuffer_id = framebuffer_id;
|
||||
m_renderable_type = static_cast<uint32_t>(renderable_type);
|
||||
m_shader_binding = shader_binding;
|
||||
m_textures = textures;
|
||||
m_depth_enable = depth_enable;
|
||||
m_cull = enable_culling;
|
||||
|
||||
m_program = glCreateProgram();
|
||||
m_cull_face = cull_face;
|
||||
if(vertex_shader_file.length() > 0)
|
||||
{
|
||||
m_vertex_shader = _LoadShader(vertex_shader_file, GL_VERTEX_SHADER);
|
||||
glAttachShader(m_program, m_vertex_shader);
|
||||
}
|
||||
if(fragment_shader_file.length() > 0)
|
||||
{
|
||||
m_fragment_shader = _LoadShader(fragment_shader_file, GL_FRAGMENT_SHADER);
|
||||
glAttachShader(m_program, m_fragment_shader);
|
||||
}
|
||||
if(geometry_shader_file.length() > 0)
|
||||
{
|
||||
m_geometry_shader = _LoadShader(geometry_shader_file, GL_GEOMETRY_SHADER);
|
||||
glAttachShader(m_program, m_geometry_shader);
|
||||
}
|
||||
m_program = glCreateProgram();
|
||||
glAttachShader(m_program, m_vertex_shader);
|
||||
glAttachShader(m_program, m_fragment_shader);
|
||||
glLinkProgram(m_program);
|
||||
|
||||
int success;
|
||||
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (!success) {
|
||||
// 2. Get the log length (optional but recommended)
|
||||
int logLength;
|
||||
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &logLength);
|
||||
|
||||
// 3. Retrieve and print the error log
|
||||
char* infoLog = new char[logLength];
|
||||
glGetProgramInfoLog(m_program, logLength, NULL, infoLog);
|
||||
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||
|
||||
// 4. Clean up allocated memory
|
||||
delete[] infoLog;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void HydraRenderStage::ShutDown()
|
||||
@@ -49,11 +75,13 @@ void HydraRenderStage::ShutDown()
|
||||
glDeleteProgram(m_program);
|
||||
}
|
||||
|
||||
void HydraRenderStage::Render(std::set<HydraID>& entities)
|
||||
void HydraRenderStage::Render(std::set<HydraID>& entities, uint32_t framebuffer_id)
|
||||
{
|
||||
HydraECS* ecs = GetEngine()->ECS();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_id);
|
||||
if(framebuffer_id != INVALID_HYDRA_ID)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
|
||||
}
|
||||
//glDrawBuffers(m_rb_attachments.size(), &m_rb_attachments[0]);
|
||||
HydraVertexBufferManager* vert_buffer_mananger = GetEngine()->VertexBufferManager();
|
||||
glUseProgram(m_program);
|
||||
@@ -65,12 +93,22 @@ void HydraRenderStage::Render(std::set<HydraID>& entities)
|
||||
if(m_cull)
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(m_cull_face);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
if(m_depth_enable)
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
for(const auto& entity_id : entities )
|
||||
{
|
||||
HydraRenderableComponent render_comp = ecs->GetComponent<HydraRenderableComponent>(entity_id);
|
||||
@@ -88,6 +126,11 @@ void HydraRenderStage::Render(std::set<HydraID>& entities)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void HydraRenderStage::Render(std::set<HydraID> &entities)
|
||||
{
|
||||
Render(entities, m_framebuffer_id);
|
||||
}
|
||||
|
||||
uint32_t HydraRenderStage::_LoadShader(std::string filename, uint32_t shader_type)
|
||||
{
|
||||
|
||||
|
||||
@@ -12,12 +12,16 @@ class HydraRenderStage : public HydraObject
|
||||
public:
|
||||
void Initialise(std::string vertex_shader_file,
|
||||
std::string fragment_shader_file,
|
||||
std::string geometry_shader_file,
|
||||
HydraShaderBinding shader_binding,
|
||||
uint32_t framebuffer_id,
|
||||
std::vector<uint32_t> textures,
|
||||
bool enable_culling,
|
||||
uint32_t cull_face,
|
||||
bool depth_enable,
|
||||
HYDRA_RENDERABLE_TYPE renderable_type);
|
||||
void ShutDown();
|
||||
void Render(std::set<HydraID>& entities, uint32_t framebuffer_id);
|
||||
void Render(std::set<HydraID>& entities);
|
||||
private:
|
||||
uint32_t _LoadShader(std::string filename, uint32_t shader_type);
|
||||
@@ -27,10 +31,13 @@ class HydraRenderStage : public HydraObject
|
||||
HydraShaderBinding m_shader_binding;
|
||||
uint32_t m_vertex_shader = GL_INVALID_VALUE;
|
||||
uint32_t m_fragment_shader = GL_INVALID_VALUE;
|
||||
uint32_t m_geometry_shader = GL_INVALID_VALUE;
|
||||
uint32_t m_program = GL_INVALID_VALUE;
|
||||
uint32_t m_renderable_type;
|
||||
uint32_t m_framebuffer_id = 0;
|
||||
uint32_t m_cull_face = GL_NONE;
|
||||
bool m_cull = false;
|
||||
bool m_depth_enable = true;
|
||||
std::vector<uint32_t> m_textures;
|
||||
|
||||
};
|
||||
|
||||
@@ -0,0 +1,222 @@
|
||||
#include "HydraShadowPipeline.h"
|
||||
|
||||
#include "HydraRenderStage.h"
|
||||
#include "../engine/HydraEngine.h"
|
||||
#include "../buffer/HydraBufferManager.h"
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraLightBufferManager.h"
|
||||
#include "PerFrameUBO.hpp"
|
||||
|
||||
#include "../camera/HydraCamera.h"
|
||||
#include "../renderer/HydraRenderer.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/systems/HydraRenderSystem.h"
|
||||
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
|
||||
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
|
||||
#include "../ecs/components/HydraLightComponent.h"
|
||||
#include "../mesh/StandardVertex.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../actor/HydraOutputActor.h"
|
||||
|
||||
void HydraShadowPipeline::Initialise()
|
||||
{
|
||||
m_render_stages.resize(2);
|
||||
_CreateUBOs();
|
||||
_CreateDirectionalRenderStage();
|
||||
_CreateSpotRenderStage();
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::Render()
|
||||
{
|
||||
glViewport(0, 0, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE);
|
||||
|
||||
glEnable(GL_DEPTH_TEST); // Depth testing must be active
|
||||
glDepthMask(GL_TRUE); // Depth buffer must be writable
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
_RenderDirectionalShadowMaps();
|
||||
_RenderSpotShadowMaps();
|
||||
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_RenderDirectionalShadowMaps()
|
||||
{
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
|
||||
std::shared_ptr<HydraDirectionalShadowSourceSystem> shadow_system = ecs->GetSystem<HydraDirectionalShadowSourceSystem>();
|
||||
|
||||
for (HydraID entity_id : shadow_system->Entities)
|
||||
{
|
||||
HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
|
||||
HydraLightComponent light_comp = GetEngine()->ECS()->GetComponent<HydraLightComponent>(entity_id);
|
||||
_UpdateUBO(light_comp.shadow_map_id);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
|
||||
|
||||
float depth_value = 1.0f;
|
||||
float clear_colour[] = {0,0,0};
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_COLOR, 0, clear_colour);
|
||||
m_render_stages[DIRECTIONAL_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_RenderSpotShadowMaps()
|
||||
{
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
|
||||
std::shared_ptr<HydraSpotShadowSourceSystem> shadow_system = ecs->GetSystem<HydraSpotShadowSourceSystem>();
|
||||
|
||||
for (HydraID entity_id : shadow_system->Entities)
|
||||
{
|
||||
HydraSpotShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraSpotShadowSourceComponent>(entity_id);
|
||||
HydraLightComponent light_comp = GetEngine()->ECS()->GetComponent<HydraLightComponent>(entity_id);
|
||||
_UpdateUBO(light_comp.shadow_map_id);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
|
||||
|
||||
float depth_value = 1.0f;
|
||||
float clear_colour[] = {0,0,0};
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_COLOR, 0, clear_colour);
|
||||
m_render_stages[SPOT_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_CreateDirectionalRenderStage()
|
||||
{
|
||||
HydraRenderStage *render_stage = new HydraRenderStage();
|
||||
std::string shader_path = std::string(shader_base);
|
||||
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
|
||||
|
||||
HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
|
||||
HydraID mat_buffer_id = buffer_manager->FindBuffer("MaterialBuffer");
|
||||
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
|
||||
HydraID shadow_buffer_id = buffer_manager->FindBuffer("DirectionalShadowBuffer");
|
||||
HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
|
||||
shader_binding.block_name.push_back("positions_buffer");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(pos_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("material_buffer");
|
||||
shader_binding.binding_point.push_back(2);
|
||||
shader_binding.buffer_id.push_back(mat_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("texture_buffer");
|
||||
shader_binding.binding_point.push_back(3);
|
||||
shader_binding.buffer_id.push_back(tex_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("directional_shadow_map_sets");
|
||||
shader_binding.binding_point.push_back(5);
|
||||
shader_binding.buffer_id.push_back(shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("shadow_per_frame");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(per_frame_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
std::vector<uint32_t> textures;
|
||||
|
||||
render_stage->Initialise(shader_path + "shadow_cascade_shader.vert",
|
||||
shader_path + "shadow_cascade_shader.frag",
|
||||
shader_path + "shadow_cascade_shader.geom",
|
||||
shader_binding,
|
||||
0,
|
||||
textures,
|
||||
true,
|
||||
GL_FRONT,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages[DIRECTIONAL_RENDER_STAGE] = render_stage;
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_CreateSpotRenderStage()
|
||||
{
|
||||
HydraRenderStage *render_stage = new HydraRenderStage();
|
||||
std::string shader_path = std::string(shader_base);
|
||||
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
|
||||
|
||||
HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
|
||||
HydraID mat_buffer_id = buffer_manager->FindBuffer("MaterialBuffer");
|
||||
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
|
||||
HydraID shadow_buffer_id = buffer_manager->FindBuffer("SpotShadowBuffer");
|
||||
HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
|
||||
shader_binding.block_name.push_back("positions_buffer");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(pos_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("material_buffer");
|
||||
shader_binding.binding_point.push_back(2);
|
||||
shader_binding.buffer_id.push_back(mat_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("texture_buffer");
|
||||
shader_binding.binding_point.push_back(3);
|
||||
shader_binding.buffer_id.push_back(tex_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("spot_shadow_map_sets");
|
||||
shader_binding.binding_point.push_back(6);
|
||||
shader_binding.buffer_id.push_back(shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("shadow_per_frame");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(per_frame_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
std::vector<uint32_t> textures;
|
||||
|
||||
render_stage->Initialise(shader_path + "shadow_spot_shader.vert",
|
||||
shader_path + "shadow_spot_shader.frag",
|
||||
"",
|
||||
shader_binding,
|
||||
0,
|
||||
textures,
|
||||
true,
|
||||
GL_FRONT,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages[SPOT_RENDER_STAGE] = render_stage;
|
||||
}
|
||||
|
||||
|
||||
void HydraShadowPipeline::_UpdateUBO(uint32_t shadow_idx)
|
||||
{
|
||||
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
|
||||
buffer_manager->UpdatePartialBuffer(m_per_frame_ubo, 3 * sizeof(float), sizeof(uint32_t), &shadow_idx);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_ubo);
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_BindFrameBufferAttachments(HydraID entity_id)
|
||||
{
|
||||
HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
|
||||
glBindTextureUnit(0, 0);
|
||||
}
|
||||
|
||||
|
||||
void HydraShadowPipeline::_CreateUBOs()
|
||||
{
|
||||
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
|
||||
|
||||
m_per_frame_ubo = buffer_manager->CreateGPUBuffer("ShadowPerFrameUBO",
|
||||
sizeof(float) * 4, 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
#ifndef HYDRASHADOWPIPELINE
|
||||
#define HYDRASHADOWPIPELINE
|
||||
|
||||
#include "../engine/HydraObject.h"
|
||||
#include "../windowmanager/HydraRenderSettings.h"
|
||||
#include "HydraPipeline.h"
|
||||
#include "HydraRenderStage.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
class HydraRenderStage;
|
||||
|
||||
class HydraShadowPipeline : public HydraPipeline
|
||||
{
|
||||
public:
|
||||
void Initialise() override;
|
||||
void Shutdown() override;
|
||||
void Render() override;
|
||||
private:
|
||||
void _CreateUBOs();
|
||||
void _CreateSpotRenderStage();
|
||||
void _CreateDirectionalRenderStage();
|
||||
void _UpdateUBO(uint32_t shadow_idx);
|
||||
void _BindFrameBufferAttachments(HydraID entity_id);
|
||||
void _RenderDirectionalShadowMaps();
|
||||
void _RenderSpotShadowMaps();
|
||||
|
||||
HydraID m_per_frame_ubo = INVALID_HYDRA_ID;
|
||||
const uint32_t DIRECTIONAL_RENDER_STAGE = 0;
|
||||
const uint32_t SPOT_RENDER_STAGE = 1;
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif /* HYDRADEFERREDPIPELINE */
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef TEXTUREDEBUGUBO
|
||||
#define TEXTUREDEBUGUBO
|
||||
|
||||
|
||||
#include <GLMIncludes.h>
|
||||
|
||||
struct TextureDebugUBO
|
||||
{
|
||||
glm::mat4 view;
|
||||
glm::mat4 proj;
|
||||
uint32_t shadow_idx;
|
||||
glm::vec3 padding0;
|
||||
};
|
||||
|
||||
#endif /* TEXTUREDEBUGUBO */
|
||||
@@ -31,18 +31,18 @@ void HydraRenderer::Initialise(HydraRenderSettings render_settings)
|
||||
}
|
||||
}
|
||||
|
||||
void HydraRenderer::BeginFrame()
|
||||
{
|
||||
// void HydraRenderer::BeginFrame()
|
||||
// {
|
||||
|
||||
glViewport(0, 0, m_render_settings.ViewportWidth, m_render_settings.ViewportHeight);
|
||||
// glViewport(0, 0, m_render_settings.ViewportWidth, m_render_settings.ViewportHeight);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glClearColor(0.0f, 0.5f, 0.7f, 1.0f);
|
||||
// glEnable(GL_BLEND);
|
||||
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
// glClearColor(0.0f, 0.5f, 0.7f, 1.0f);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
void HydraRenderer::EndFrame()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@ class HydraRenderer : public HydraObject
|
||||
{
|
||||
public:
|
||||
void Initialise(HydraRenderSettings render_settings);
|
||||
void BeginFrame();
|
||||
//void BeginFrame();
|
||||
void EndFrame();
|
||||
|
||||
|
||||
|
||||
@@ -16,7 +16,8 @@ private:
|
||||
uint32_t m_data_type;
|
||||
uint32_t m_mip_levels;
|
||||
uint32_t m_min_filter;
|
||||
uint32_t m_mag_filter;
|
||||
uint32_t m_mag_filter;
|
||||
uint32_t m_target;
|
||||
void *m_data;
|
||||
HydraID *m_texture_id;
|
||||
|
||||
@@ -28,21 +29,21 @@ public:
|
||||
m_width, m_height,
|
||||
m_internal_format,
|
||||
m_min_filter,
|
||||
m_mag_filter,
|
||||
m_mag_filter,
|
||||
m_format,
|
||||
m_data_type,
|
||||
m_mip_levels,
|
||||
m_data);
|
||||
GetEngine()->TextureBufferManager()->BindTexture(*m_texture_id);
|
||||
GetEngine()->TextureBufferManager()->BindTexture(*m_texture_id, GL_TEXTURE_2D);
|
||||
|
||||
}
|
||||
void Initialise(std::string texture_name,
|
||||
void Initialise(std::string texture_name,
|
||||
uint32_t width,
|
||||
uint32_t height,
|
||||
uint32_t internal_format,
|
||||
uint32_t format,
|
||||
uint32_t min_filter,
|
||||
uint32_t mag_filter,
|
||||
uint32_t mag_filter,
|
||||
uint32_t data_type,
|
||||
uint32_t mip_levels,
|
||||
void *data,
|
||||
@@ -58,7 +59,7 @@ public:
|
||||
m_data = data;
|
||||
m_texture_id = texture_id;
|
||||
m_min_filter = min_filter;
|
||||
m_mag_filter = mag_filter;
|
||||
m_mag_filter = mag_filter;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
#ifndef HYDRACREATEUNBOUNDTEXTURETASK
|
||||
#define HYDRACREATEUNBOUNDTEXTURETASK
|
||||
|
||||
#include "../HydraTask.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../buffer/HydraTextureBufferManager.h"
|
||||
|
||||
class HydraCreateUnBoundTextureTask : public HydraTask
|
||||
{
|
||||
private:
|
||||
std::string m_texture_name;
|
||||
uint32_t m_width;
|
||||
uint32_t m_height;
|
||||
uint32_t m_internal_format;
|
||||
uint32_t m_format;
|
||||
uint32_t m_data_type;
|
||||
uint32_t m_mip_levels;
|
||||
uint32_t m_min_filter;
|
||||
uint32_t m_mag_filter;
|
||||
void *m_data;
|
||||
HydraID *m_texture_id;
|
||||
|
||||
protected:
|
||||
public:
|
||||
virtual void Process() override
|
||||
{
|
||||
*m_texture_id = GetEngine()->TextureBufferManager()->CreateTexture(m_texture_name,
|
||||
m_width, m_height,
|
||||
m_internal_format,
|
||||
m_min_filter,
|
||||
m_mag_filter,
|
||||
m_format,
|
||||
m_data_type,
|
||||
m_mip_levels,
|
||||
m_data);
|
||||
|
||||
}
|
||||
void Initialise(std::string texture_name,
|
||||
uint32_t width,
|
||||
uint32_t height,
|
||||
uint32_t internal_format,
|
||||
uint32_t format,
|
||||
uint32_t min_filter,
|
||||
uint32_t mag_filter,
|
||||
uint32_t data_type,
|
||||
uint32_t mip_levels,
|
||||
void *data,
|
||||
HydraID *texture_id)
|
||||
{
|
||||
m_texture_name = texture_name;
|
||||
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
m_internal_format = internal_format;
|
||||
m_format = format;
|
||||
m_data_type = data_type;
|
||||
m_mip_levels = mip_levels;
|
||||
m_data = data;
|
||||
m_texture_id = texture_id;
|
||||
m_min_filter = min_filter;
|
||||
m_mag_filter = mag_filter;
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* HYDRACREATEUNBOUNDTEXTURETASK */
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef HYDRAINITIALISESHADOWBUFFERTASK
|
||||
#define HYDRAINITIALISESHADOWBUFFERTASK
|
||||
#include "../HydraTask.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../buffer/HydraShadowBufferManager.h"
|
||||
|
||||
class HydraInitialiseShadowBufferTask : public HydraTask
|
||||
{
|
||||
private:
|
||||
protected:
|
||||
public:
|
||||
virtual void Process() override
|
||||
{
|
||||
GetEngine()->ShadowBufferManager()->Initialise();
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* HYDRAINITIALISESHADOWBUFFERTASK */
|
||||
@@ -15,8 +15,8 @@ class HydraUpdatePartialGPUBufferTask : public HydraTask
|
||||
protected:
|
||||
public:
|
||||
virtual void Process() override
|
||||
{
|
||||
GetEngine()->BufferManager()->UpdateWholeBuffer(m_buffer_id, m_data);
|
||||
{
|
||||
GetEngine()->BufferManager()->UpdatePartialBuffer(m_buffer_id, m_start, m_size, m_data);
|
||||
}
|
||||
void Intialise(HydraID buffer_id, uint32_t start, uint32_t size, void* data)
|
||||
{
|
||||
@@ -25,7 +25,6 @@ class HydraUpdatePartialGPUBufferTask : public HydraTask
|
||||
m_start = start;
|
||||
m_size = size;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif /* HYDRAUPDATEPARTIALGPUBUFFERTASK */
|
||||
|
||||
@@ -0,0 +1,86 @@
|
||||
#ifndef HYDRACREATECASCADESHADOWFRAMEBUFFER
|
||||
#define HYDRACREATECASCADESHADOWFRAMEBUFFER
|
||||
|
||||
#include "../HydraTask.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../renderer/HydraRenderer.h"
|
||||
#include <GLMIncludes.h>
|
||||
#include "../../GlewIncludes.h"
|
||||
#include "../../buffer/HydraTextureBufferManager.h"
|
||||
|
||||
class HydraCreateCascadeShadowFrameBuffer : public HydraTask
|
||||
{
|
||||
private:
|
||||
uint32_t *m_texture_id = 0;
|
||||
uint32_t *m_depth_texture_id = 0;
|
||||
uint32_t *m_frame_buffer_id = nullptr;
|
||||
|
||||
protected:
|
||||
public:
|
||||
void Process() override
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
|
||||
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
|
||||
HydraRenderSettings render_settings = engine->RenderSettings();
|
||||
|
||||
*m_texture_id = tex_buffer_manager->CreateTextureArray("shadow_FB",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_RGBA8,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
6);
|
||||
|
||||
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
|
||||
|
||||
*m_depth_texture_id = tex_buffer_manager->CreateTextureArray("shadow_depth_buffer",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_DEPTH_COMPONENT32F,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
6);
|
||||
|
||||
HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
|
||||
glGenFramebuffers(1, m_frame_buffer_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
|
||||
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
// FIX 1: Set explicit filters for the depth texture to prevent incomplete attachment
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glm::vec4 border = glm::vec4(1,1,1,1);
|
||||
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTextureParameterfv(depth_texture.gl_tex_id, GL_TEXTURE_BORDER_COLOR, &border[0]);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
|
||||
|
||||
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
|
||||
GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
|
||||
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 1, draw_buffers);
|
||||
|
||||
GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
std::cout << "Framebuffer error: " << status << std::endl;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_2D_ARRAY);
|
||||
|
||||
}
|
||||
void Initialise(uint32_t *texture_id, uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
|
||||
{
|
||||
m_texture_id = texture_id;
|
||||
m_frame_buffer_id = frame_buffer_id;
|
||||
m_depth_texture_id = depth_texture_id;
|
||||
}
|
||||
};
|
||||
#endif /* HYDRACREATESHADOWFRAMEBUFFER */
|
||||
@@ -0,0 +1,89 @@
|
||||
#ifndef HYDRACREATESHADOWFRAMEBUFFER
|
||||
#define HYDRACREATESHADOWFRAMEBUFFER
|
||||
|
||||
|
||||
#include "../HydraTask.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../renderer/HydraRenderer.h"
|
||||
#include <GLMIncludes.h>
|
||||
#include "../../GlewIncludes.h"
|
||||
#include "../../buffer/HydraTextureBufferManager.h"
|
||||
|
||||
class HydraCreateShadowFrameBuffer : public HydraTask
|
||||
{
|
||||
private:
|
||||
uint32_t *m_texture_id = 0;
|
||||
uint32_t *m_depth_texture_id = 0;
|
||||
uint32_t *m_frame_buffer_id = nullptr;
|
||||
|
||||
protected:
|
||||
public:
|
||||
void Process() override
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
|
||||
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
|
||||
HydraRenderSettings render_settings = engine->RenderSettings();
|
||||
|
||||
*m_texture_id = tex_buffer_manager->CreateTexture("shadow_FB",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_RGBA8,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
1);
|
||||
|
||||
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
|
||||
|
||||
*m_depth_texture_id = tex_buffer_manager->CreateTexture("shadow_depth_buffer",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_DEPTH_COMPONENT32F,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
1);
|
||||
|
||||
HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
|
||||
glGenFramebuffers(1, m_frame_buffer_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
|
||||
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
// FIX 1: Set explicit filters for the depth texture to prevent incomplete attachment
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glm::vec4 border = glm::vec4(1,1,1,1);
|
||||
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTextureParameterfv(depth_texture.gl_tex_id, GL_TEXTURE_BORDER_COLOR, &border[0]);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
|
||||
|
||||
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
|
||||
GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
|
||||
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 1, draw_buffers);
|
||||
|
||||
GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
std::cout << "Framebuffer error: " << status << std::endl;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_2D);
|
||||
|
||||
}
|
||||
void Initialise(uint32_t *texture_id, uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
|
||||
{
|
||||
m_texture_id = texture_id;
|
||||
m_frame_buffer_id = frame_buffer_id;
|
||||
m_depth_texture_id = depth_texture_id;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
#endif /* HYDRACREATESHADOWFRAMEBUFFER */
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef HYDRAENDRENDERTASK
|
||||
#define HYDRAENDRENDERTASK
|
||||
|
||||
#include "../HydraTask.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../renderer/HydraRenderer.h"
|
||||
|
||||
class HydraEndRenderTask : public HydraTask
|
||||
{
|
||||
private:
|
||||
protected:
|
||||
public:
|
||||
virtual void Process() override
|
||||
{
|
||||
GetEngine()->Renderer()->EndFrame();
|
||||
}
|
||||
};
|
||||
#endif /* HYDRAENDRENDERTASK */
|
||||
@@ -10,8 +10,7 @@ class HydraRenderTask : public HydraTask
|
||||
protected:
|
||||
public:
|
||||
virtual void Process() override
|
||||
{
|
||||
GetEngine()->Renderer()->BeginFrame();
|
||||
{
|
||||
GetEngine()->Renderer()->EndFrame();
|
||||
}
|
||||
};
|
||||
|
||||
+16
-16
@@ -161,28 +161,28 @@
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-9ddbbbeb4caedf0a48f0.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-79cb89fa590649c6cd6a.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-30097c8e6651db3aff43.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-21126e6f26f8151b82a1.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-HydraClient-Debug-78ce361b98c7c89e9629.json",
|
||||
"jsonFile" : "target-HydraClient-Debug-ccca9689ebe6b19fe65a.json",
|
||||
"name" : "HydraClient",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-HydraEngine-Debug-552fba7b8e0c042c3903.json",
|
||||
"jsonFile" : "target-HydraEngine-Debug-c5670bbc5edcb254f4f2.json",
|
||||
"name" : "HydraEngine",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
@@ -355,28 +355,28 @@
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-9ddbbbeb4caedf0a48f0.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-79cb89fa590649c6cd6a.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-30097c8e6651db3aff43.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-21126e6f26f8151b82a1.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-HydraClient-Release-5f750d1feb1d099be72b.json",
|
||||
"jsonFile" : "target-HydraClient-Release-f300bf694420197200c5.json",
|
||||
"name" : "HydraClient",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-HydraEngine-Release-d5355df26e8e8ebc1862.json",
|
||||
"jsonFile" : "target-HydraEngine-Release-88bc84ff8a06c001fb0b.json",
|
||||
"name" : "HydraEngine",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
@@ -549,28 +549,28 @@
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-ALL_BUILD-MinSizeRel-9ddbbbeb4caedf0a48f0.json",
|
||||
"jsonFile" : "target-ALL_BUILD-MinSizeRel-79cb89fa590649c6cd6a.json",
|
||||
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-46
@@ -199,36 +199,43 @@
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||||
15,
|
||||
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|
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|
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|
||||
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|
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}
|
||||
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|
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@@ -315,36 +322,43 @@
|
||||
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|
||||
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|
||||
]
|
||||
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|
||||
{
|
||||
@@ -363,57 +377,66 @@
|
||||
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|
||||
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
]
|
||||
}
|
||||
],
|
||||
@@ -533,6 +556,39 @@
|
||||
"path" : "HydraEngine/source/actor/HydraPointLightActor.h",
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@@ -581,6 +637,22 @@
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||||
@@ -709,7 +786,7 @@
|
||||
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||||
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||||
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||||
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@@ -717,6 +794,17 @@
|
||||
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||||
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||||
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||||
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|
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
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|
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|
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|
||||
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||||
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|
||||
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|
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|
||||
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|
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|
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||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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@@ -533,6 +556,39 @@
|
||||
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@@ -717,6 +794,17 @@
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@@ -199,36 +199,43 @@
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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@@ -315,36 +322,43 @@
|
||||
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|
||||
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|
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|
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|
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
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|
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|
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||||
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|
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@@ -363,57 +377,66 @@
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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Creating "cmTC_c2249.dir\\Debug\\cmTC_c2249.tlog\\unsuccessfulbuild" because "AlwaysCreate" was specified.
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ClCompile:
|
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Copyright (C) Microsoft Corporation. All rights reserved.
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cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_a9d42.dir\\Debug\\\\" /Fd"cmTC_a9d42.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Program Files\\CMake\\share\\cmake-4.3\\Modules\\CMakeCXXCompilerABI.cpp"
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||||
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|
||||
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|
||||
cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CMAKE_HAVE_LIBC_PTHREAD /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_301d1.dir\\Debug\\\\" /Fd"cmTC_301d1.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8qp2xf\\src.cxx"
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|
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src.cxx
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||||
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||||
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"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8qp2xf\\cmTC_301d1.vcxproj" (default target) (1) ->
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(ClCompile target) ->
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C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8qp2xf\\src.cxx(1,10): error C1083: Cannot open include file: 'pthread.h': No such file or directory [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8qp2xf\\cmTC_301d1.vcxproj]
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C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-ladxj9\\src.cxx(1,10): error C1083: Cannot open include file: 'pthread.h': No such file or directory [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-ladxj9\\cmTC_d0be4.vcxproj]
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|
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Run Build Command(s): "C:/Program Files/Microsoft Visual Studio/2022/Professional/MSBuild/Current/Bin/amd64/MSBuild.exe" cmTC_71e3f.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=17.0 /v:n
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MSBuild version 17.14.40+3e7442088 for .NET Framework
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|
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Creating directory "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\Debug\\".
|
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Creating directory "cmTC_71e3f.dir\\Debug\\cmTC_71e3f.tlog\\".
|
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Creating "cmTC_bca66.dir\\Debug\\cmTC_bca66.tlog\\unsuccessfulbuild" because "AlwaysCreate" was specified.
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|
||||
cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_bca66.dir\\Debug\\\\" /Fd"cmTC_bca66.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-hnvot7\\CheckFunctionExists.cxx"
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Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-hnvot7\\cmTC_bca66.vcxproj" (default targets) -- FAILED.
|
||||
C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional\\VC\\Tools\\MSVC\\14.44.35207\\bin\\HostX64\\x64\\link.exe /OUT:"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\Debug\\cmTC_71e3f.exe" /INCREMENTAL /ILK:"cmTC_71e3f.dir\\Debug\\cmTC_71e3f.ilk" /NOLOGO pthreads.lib kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-xp6u87/Debug/cmTC_71e3f.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /IMPLIB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-xp6u87/Debug/cmTC_71e3f.lib" /MACHINE:X64 /machine:x64 cmTC_71e3f.dir\\Debug\\CheckFunctionExists.obj
|
||||
LINK : fatal error LNK1104: cannot open file 'pthreads.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\cmTC_71e3f.vcxproj]
|
||||
Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\cmTC_71e3f.vcxproj" (default targets) -- FAILED.
|
||||
|
||||
Build FAILED.
|
||||
|
||||
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-hnvot7\\cmTC_bca66.vcxproj" (default target) (1) ->
|
||||
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\cmTC_71e3f.vcxproj" (default target) (1) ->
|
||||
(Link target) ->
|
||||
LINK : fatal error LNK1104: cannot open file 'pthreads.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-hnvot7\\cmTC_bca66.vcxproj]
|
||||
LINK : fatal error LNK1104: cannot open file 'pthreads.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\cmTC_71e3f.vcxproj]
|
||||
|
||||
0 Warning(s)
|
||||
1 Error(s)
|
||||
|
||||
Time Elapsed 00:00:00.39
|
||||
Time Elapsed 00:00:00.38
|
||||
|
||||
exitCode: 1
|
||||
-
|
||||
@@ -1229,8 +1229,8 @@ events:
|
||||
checks:
|
||||
- "Looking for pthread_create in pthread"
|
||||
directories:
|
||||
source: "C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-2acd7w"
|
||||
binary: "C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-2acd7w"
|
||||
source: "C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-0eom9k"
|
||||
binary: "C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-0eom9k"
|
||||
cmakeVariables:
|
||||
CMAKE_CXX_FLAGS: "/DWIN32 /D_WINDOWS /EHsc"
|
||||
CMAKE_CXX_FLAGS_DEBUG: "/Ob0 /Od /RTC1"
|
||||
@@ -1240,41 +1240,41 @@ events:
|
||||
variable: "CMAKE_HAVE_PTHREAD_CREATE"
|
||||
cached: true
|
||||
stdout: |
|
||||
Change Dir: 'C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-2acd7w'
|
||||
Change Dir: 'C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-0eom9k'
|
||||
|
||||
Run Build Command(s): "C:/Program Files/Microsoft Visual Studio/2022/Professional/MSBuild/Current/Bin/amd64/MSBuild.exe" cmTC_78744.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=17.0 /v:n
|
||||
Run Build Command(s): "C:/Program Files/Microsoft Visual Studio/2022/Professional/MSBuild/Current/Bin/amd64/MSBuild.exe" cmTC_62230.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=17.0 /v:n
|
||||
MSBuild version 17.14.40+3e7442088 for .NET Framework
|
||||
Build started 08/07/2026 22:45:55.
|
||||
Build started 05/08/2026 14:49:35.
|
||||
|
||||
Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\cmTC_78744.vcxproj" on node 1 (default targets).
|
||||
Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj" on node 1 (default targets).
|
||||
PrepareForBuild:
|
||||
Structured output is enabled. The formatting of compiler diagnostics will reflect the error hierarchy. See https://aka.ms/cpp/structured-output for more details.
|
||||
Creating directory "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\Debug\\".
|
||||
Creating directory "cmTC_78744.dir\\Debug\\cmTC_78744.tlog\\".
|
||||
Creating directory "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\Debug\\".
|
||||
Creating directory "cmTC_62230.dir\\Debug\\cmTC_62230.tlog\\".
|
||||
InitializeBuildStatus:
|
||||
Creating "cmTC_78744.dir\\Debug\\cmTC_78744.tlog\\unsuccessfulbuild" because "AlwaysCreate" was specified.
|
||||
Touching "cmTC_78744.dir\\Debug\\cmTC_78744.tlog\\unsuccessfulbuild".
|
||||
Creating "cmTC_62230.dir\\Debug\\cmTC_62230.tlog\\unsuccessfulbuild" because "AlwaysCreate" was specified.
|
||||
Touching "cmTC_62230.dir\\Debug\\cmTC_62230.tlog\\unsuccessfulbuild".
|
||||
ClCompile:
|
||||
C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional\\VC\\Tools\\MSVC\\14.44.35207\\bin\\HostX64\\x64\\CL.exe /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_78744.dir\\Debug\\\\" /Fd"cmTC_78744.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\CheckFunctionExists.cxx"
|
||||
C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional\\VC\\Tools\\MSVC\\14.44.35207\\bin\\HostX64\\x64\\CL.exe /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_62230.dir\\Debug\\\\" /Fd"cmTC_62230.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\CheckFunctionExists.cxx"
|
||||
Microsoft (R) C/C++ Optimizing Compiler Version 19.44.35225 for x64
|
||||
Copyright (C) Microsoft Corporation. All rights reserved.
|
||||
cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_78744.dir\\Debug\\\\" /Fd"cmTC_78744.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\CheckFunctionExists.cxx"
|
||||
cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_62230.dir\\Debug\\\\" /Fd"cmTC_62230.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\CheckFunctionExists.cxx"
|
||||
CheckFunctionExists.cxx
|
||||
Link:
|
||||
C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional\\VC\\Tools\\MSVC\\14.44.35207\\bin\\HostX64\\x64\\link.exe /OUT:"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\Debug\\cmTC_78744.exe" /INCREMENTAL /ILK:"cmTC_78744.dir\\Debug\\cmTC_78744.ilk" /NOLOGO pthread.lib kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-2acd7w/Debug/cmTC_78744.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /IMPLIB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-2acd7w/Debug/cmTC_78744.lib" /MACHINE:X64 /machine:x64 cmTC_78744.dir\\Debug\\CheckFunctionExists.obj
|
||||
LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\cmTC_78744.vcxproj]
|
||||
Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\cmTC_78744.vcxproj" (default targets) -- FAILED.
|
||||
C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional\\VC\\Tools\\MSVC\\14.44.35207\\bin\\HostX64\\x64\\link.exe /OUT:"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\Debug\\cmTC_62230.exe" /INCREMENTAL /ILK:"cmTC_62230.dir\\Debug\\cmTC_62230.ilk" /NOLOGO pthread.lib kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-0eom9k/Debug/cmTC_62230.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /IMPLIB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-0eom9k/Debug/cmTC_62230.lib" /MACHINE:X64 /machine:x64 cmTC_62230.dir\\Debug\\CheckFunctionExists.obj
|
||||
LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj]
|
||||
Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj" (default targets) -- FAILED.
|
||||
|
||||
Build FAILED.
|
||||
|
||||
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\cmTC_78744.vcxproj" (default target) (1) ->
|
||||
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj" (default target) (1) ->
|
||||
(Link target) ->
|
||||
LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-2acd7w\\cmTC_78744.vcxproj]
|
||||
LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj]
|
||||
|
||||
0 Warning(s)
|
||||
1 Error(s)
|
||||
|
||||
Time Elapsed 00:00:00.37
|
||||
Time Elapsed 00:00:00.36
|
||||
|
||||
exitCode: 1
|
||||
-
|
||||
|
||||
Binary file not shown.
@@ -2,10 +2,11 @@ c:\code\hydrav3\build\hydraclient.dir\debug\vc143.pdb
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydragame.obj
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.obj
|
||||
c:\code\hydrav3\build\cmakefiles\generate.stamp
|
||||
c:\code\hydrav3\build\debug\hydraclient.exe
|
||||
c:\code\hydrav3\build\debug\hydraclient.pdb
|
||||
c:\code\hydrav3\build\debug\hydraclient.lib
|
||||
c:\code\hydrav3\build\debug\hydraclient.exp
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.ilk
|
||||
c:\code\hydrav3\build\debug\hydraclient.pdb
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\cl.command.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\cl.items.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\cl.read.1.tlog
|
||||
@@ -13,16 +14,6 @@ c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\cl.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\custombuild.command.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\custombuild.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\custombuild.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000-cvtres.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000-cvtres.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000-rc.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000-rc.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000.read.2.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000.read.3.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000.read.4.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000.read.5.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.135000.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.command.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraclient.dir\debug\hydraclient.tlog\link.secondary.1.tlog
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,30 +1,27 @@
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\vc143.pdb
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratransformsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrarendersystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrameshsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydramaterialsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrasystemmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrasystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraecs.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydracamera.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydravertexbuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratexturebuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydramaterialbuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydralightbuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrabuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratexturedebugactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratestcubeactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraspotlightactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrapointlightactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraplayeractor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraplaneactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraoutputactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydragltfactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydradirectionallightactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraactormanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\cmakecxxcompilerid.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrawindowmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratask.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrathread.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrataskscheduler.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrataskbarrier.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrarenderer.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrashadowpipeline.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrarenderstage.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrapipeline.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraforwardpipeline.obj
|
||||
@@ -34,9 +31,18 @@ c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydragameproxy.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydragltfloader.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraobject.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrainputmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydralightbuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydradirectionallightactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratransformsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrashadowsourcesystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrarendersystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrameshsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydramaterialsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydralightsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrasystemmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrawindowmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratask.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrathread.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrataskscheduler.obj
|
||||
c:\code\hydrav3\build\hydraengine\cmakefiles\generate.stamp
|
||||
c:\code\hydrav3\build\hydraengine\debug\hydraengine.dll
|
||||
c:\code\hydrav3\build\hydraengine\debug\hydraengine.pdb
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -7,19 +7,25 @@ C:\Code\HydraV3\HydraEngine\source\actor\HydraOutputActor.cpp;C:\Code\HydraV3\bu
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraPlaneActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPlaneActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraPlayerActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPlayerActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPointLightActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraSpotLightActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraTestCubeActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTestCubeActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTextureDebugActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraLightBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraLightBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraMaterialBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraMaterialBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraShadowBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraShadowBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraTextureBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTextureBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraVertexBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraVertexBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\camera\HydraCamera.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraCamera.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\HydraECS.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraECS.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\HydraSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\HydraSystemManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraSystemManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\systems\HydraDirectionalShadowSourceSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraDirectionalShadowSourceSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\systems\HydraLightSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraLightSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\systems\HydraMaterialSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraMaterialSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\systems\HydraMeshSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraMeshSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\systems\HydraRenderSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraRenderSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\systems\HydraSpotShadowSourceSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraSpotShadowSourceSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\ecs\systems\HydraTransformSystem.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTransformSystem.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\engine\HydraEngine.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraEngine.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\engine\HydraInputManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraInputManager.obj
|
||||
@@ -31,6 +37,7 @@ C:\Code\HydraV3\HydraEngine\source\pipeline\HydraDeferredPipeline.cpp;C:\Code\Hy
|
||||
C:\Code\HydraV3\HydraEngine\source\pipeline\HydraForwardPipeline.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraForwardPipeline.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\pipeline\HydraPipeline.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPipeline.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\pipeline\HydraRenderStage.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraRenderStage.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\pipeline\HydraShadowPipeline.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraShadowPipeline.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\renderer\HydraRenderer.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraRenderer.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\scheduler\HydraTaskBarrier.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTaskBarrier.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\scheduler\HydraTaskScheduler.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTaskScheduler.obj
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -1,4 +1,4 @@
|
||||
^C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\CMAKECXXCOMPILERID.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTORMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRABUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRACAMERA.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADEFERREDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAECS.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAENGINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAFORWARDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGAMEPROXY.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFLOADER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAINPUTMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOBJECT.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOUTPUTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLAYERACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSTAGE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEMMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASK.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKBARRIER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKSCHEDULER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATHREAD.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATRANSFORMSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAVERTEXBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAWINDOWMANAGER.OBJ
|
||||
^C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\CMAKECXXCOMPILERID.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTORMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRABUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRACAMERA.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADEFERREDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAECS.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAENGINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAFORWARDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGAMEPROXY.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFLOADER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAINPUTMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOBJECT.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOUTPUTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLAYERACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSTAGE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEMMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASK.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKBARRIER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKSCHEDULER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATESTCUBEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREDEBUGACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATHREAD.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATRANSFORMSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAVERTEXBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAWINDOWMANAGER.OBJ
|
||||
C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.lib
|
||||
C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.EXP
|
||||
C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraEngine.ilk
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user