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11 Commits
Author SHA1 Message Date
Confideo-IOM f9b696f9e8 Spot works 2026-08-06 21:11:33 +01:00
Confideo-IOM 6d7d7571b5 Spot started 2026-08-04 22:40:48 +01:00
Confideo-IOM f51b435a9d Directional Works 2026-08-04 20:06:37 +01:00
Confideo-IOM 2b3785e6af Name change, but backwards 2026-08-04 18:32:37 +01:00
Confideo-IOM 3e8b8952f7 Lights 2026-08-04 17:39:07 +01:00
Confideo-IOM d074dc71a5 Directional Shdaows, no alpha 2026-08-03 22:34:52 +01:00
Confideo-IOM 299ad1d9c7 Shadow buffer 2026-07-28 19:02:45 +01:00
Confideo-IOM d48097c645 Shadows - need to fix frame buffers 2026-07-28 00:26:04 +01:00
Confideo-IOM 3810f74e81 shadow start 2026-07-25 16:40:34 +01:00
Confideo-IOM 3be84d07de spot light 2026-07-24 19:03:34 +01:00
Confideo-IOM 120f18b1f9 PBR Factored 2026-07-18 18:39:17 +01:00
105 changed files with 3434 additions and 624 deletions
+23 -6
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@@ -4,11 +4,20 @@ bool HydraGame::Initialise()
{
// m_angle = 0.01f;
m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f);
GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f));
// m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
// GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f);
// GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f));
// m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
// GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, -0.2f, 0.0f);
m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
// GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.7f, 0.0f, 0.0f);
GetEngine()->ActorManager()->SetPosition(m_other_light_id, glm::dvec3(0.0f, 4.0f, 5.0f));
// m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
@@ -17,6 +26,10 @@ bool HydraGame::Initialise()
// //1.570796327f
// //3.141592654f
m_cube_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
GetEngine()->ActorManager()->InitialiseActor(m_cube_actor_id);
GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, 1.0, 0));
m_plane_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlaneActor>();
GetEngine()->ActorManager()->InitialiseActor(m_plane_actor_id);
GetEngine()->ActorManager()->SetPosition(m_plane_actor_id, glm::dvec3(0, 0, 0));
@@ -30,9 +43,13 @@ bool HydraGame::Initialise()
GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 0));
// m_gltf_id1 = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/Tree1.glb");
// GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
// GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 500));
m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>();
GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id);
GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 4, 4));
GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 2, 2));
GetEngine()->PossessPlayer(m_player_actor_id);
GetEngine()->Camera()->AttachToActor(m_player_actor_id);
@@ -53,7 +70,7 @@ void HydraGame::Update(float delta_t_seconds)
// }
m_angle += m_diff;
GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.2, m_angle, 0);
//GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.5f, m_angle, 0);
// GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0);
// GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0);
}
+1
View File
@@ -15,6 +15,7 @@ class HydraGame : public HydraGameProxy
HydraID m_sun_light_id = INVALID_HYDRA_ID;
HydraID m_other_light_id = INVALID_HYDRA_ID;
HydraID m_gltf_id = INVALID_HYDRA_ID;
HydraID m_gltf_id1 = INVALID_HYDRA_ID;
float m_time = 0;
float m_angle = 0;
float m_diff = 0.005;
+3
View File
@@ -9,6 +9,9 @@
#include "../source/actor/HydraPlayerActor.h"
#include "../source/actor/HydraDirectionalLightActor.h"
#include "../source/actor/HydraPointLightActor.h"
#include "../source/actor/HydraSpotLightActor.h"
#include "../source/actor/HydraTestCubeActor.h"
#include "../source/camera/HydraCamera.h"
#include <GLMIncludes.h>
+5 -1
View File
@@ -41,6 +41,9 @@ const uint32_t MAX_MATERIALS = 1000;
const uint32_t MAX_TEXTURES = 1000;
const uint32_t MAX_ACTORS = 10000;
const uint32_t MAX_LIGHTS = 500;
const uint32_t MAX_DIRECTIONAL_SHADOWS = 10;
const uint32_t MAX_SPOT_SHADOWS = 10;
const uint32_t SHADOW_MAP_SIZE = 4096;
enum class HYDRA_RENDERABLE_TYPE
@@ -49,7 +52,8 @@ enum class HYDRA_RENDERABLE_TYPE
HYDRA_SHADOW,
HYDRA_TRANSPARENT,
HYDRA_LIGHTING,
HYDRA_OUTPUT
HYDRA_OUTPUT,
HYDRA_TEXTURE_DEBUG
};
enum class HYDRA_BUFFER_TYPE
@@ -16,13 +16,47 @@ uint HYDRA_LIGHT_DIRECTIONAL = 1;
uint HYDRA_LIGHT_POINT = 2;
uint HYDRA_LIGHT_SPOT = 3;
struct light_structure
struct LightStructure
{
vec4 light_colour;
float light_intensity;
uint chunk_id;
vec4 ambient;
vec4 diffuse;
vec4 specular;
float intensity;
float constant;
float linear;
float quadratic;
float cutoff;
float cutoff_outer;
uint entity_id;
uint light_type;
float padding[1];
uint shadow_map_id;
uint shadow_caster;
uint padding0;
uint padding1;
};
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];
};
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 = 0) uniform uniform_per_frame
@@ -39,20 +73,29 @@ layout(binding = 1) uniform uniform_output_textures
uint texture_ids[16];
};
layout(binding = 1) readonly buffer PositionsBuffer
layout(std430, binding = 1) readonly buffer positions_buffer
{
mat4 model_matrix[];
};
layout( std430, binding = 3) readonly buffer TextureBuffer {
layout( std430, binding = 3) readonly buffer texture_buffer {
uvec2 textures[1000];
};
layout (std430, binding = 4) readonly buffer LightBuffer
layout (std430, binding = 4) readonly buffer light_buffer
{
light_structure lights[500];
LightStructure lights[500];
};
layout (std430, binding = 5) readonly buffer directional_shadow_map_sets
{
DirectionalShadowMapSet directional_shadows[];
};
layout (std430, binding = 6) readonly buffer spot_shadow_map_sets
{
SpotShadowMapSet spot_shadows[];
};
layout (location=0) in VS_OUT
{
vec2 vsUV;
@@ -105,32 +148,20 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 DirectionalShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
vec3 CalculatePBR(vec3 normal, vec3 view_pos, vec3 world_pos,vec3 light_dir, vec3 diffuse, vec3 radiance, float roughness, float metallic )
{
vec3 N = normalize(normal);
vec3 V = normalize(viewPos - worldPos);
vec3 V = normalize(view_pos - world_pos);
// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
vec3 F0 = vec3(0.04);
F0 = mix(F0, diffuse, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
// calculate per-light radiance
vec3 L = normalize(lightDir);
vec3 L = normalize(light_dir);
vec3 H = normalize(V + L);
float distance = length(lightPos - worldPos);
float attenuation = 1.0;
// if(light_intensity > 0)
// {
// attenuation = light_intensity / (distance * distance);
// }
vec3 radiance = lightColour * attenuation;
// Cook-Torrance BRDF
float NDF = DistributionGGX(N, H, roughness);
@@ -156,64 +187,91 @@ vec3 DirectionalShading(vec3 normal, vec3 diffuse, float roughness, float metall
float NdotL = max(dot(N, L), 0.0);
// add to outgoing radiance Lo
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
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
return Lo;
}
vec3 PointShading(vec3 normal, vec3 diffuse, float roughness, float metallic, float light_intensity, vec3 lightColour, vec3 lightDir, vec3 lightPos, vec3 worldPos, vec3 viewPos)
vec3 DirectionalShading(vec3 normal,
vec3 diffuse,
float roughness,
float metallic,
float light_intensity,
vec3 light_dir,
vec3 light_pos,
vec3 world_pos,
vec3 view_pos)
{
vec3 N = normalize(normal);
vec3 V = normalize(viewPos - worldPos);
// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
vec3 F0 = vec3(0.04);
F0 = mix(F0, diffuse, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
// calculate per-light radiance
vec3 L = normalize(lightPos - worldPos);
vec3 H = normalize(V + L);
float distance = length(lightPos - worldPos);
float distance = length(light_pos - world_pos);
float attenuation = 1.0;
attenuation = light_intensity / (distance * distance);
vec3 radiance = diffuse * attenuation;
vec3 radiance = lightColour * attenuation;
// Cook-Torrance BRDF
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
vec3 numerator = NDF * G * F;
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
vec3 specular = numerator / denominator;
// kS is equal to Fresnel
vec3 kS = F;
// for energy conservation, the diffuse and specular light can't
// be above 1.0 (unless the surface emits light); to preserve this
// relationship the diffuse component (kD) should equal 1.0 - kS.
vec3 kD = vec3(1.0) - kS;
// multiply kD by the inverse metalness such that only non-metals
// have diffuse lighting, or a linear blend if partly metal (pure metals
// have no diffuse light).
kD *= 1.0 - metallic;
// scale light by NdotL
float NdotL = max(dot(N, L), 0.0);
// add to outgoing radiance Lo
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
vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
return Lo;
}
vec3 PointShading(vec3 normal,
vec3 diffuse,
float roughness,
float metallic,
float light_intensity,
vec3 light_pos,
float light_constant,
float light_linear,
float light_quadratic,
vec3 world_pos,
vec3 view_pos)
{
float distance = length(light_pos - world_pos);
float attenuation = 1.0;
attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
vec3 radiance = diffuse * attenuation;
vec3 light_dir = normalize(light_pos - world_pos);
vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
return Lo;
}
vec3 SpotShading(vec3 normal,
vec3 diffuse,
float roughness,
float metallic,
float light_intensity,
vec3 light_dir,
vec3 light_pos,
float cutoff,
float cutoff_outer,
float light_constant,
float light_linear,
float light_quadratic,
vec3 world_pos,
vec3 view_pos,
float shadow_val)
{
vec3 direction_to_light = normalize(light_pos - world_pos);
float theta = dot(direction_to_light, light_dir);
float falloff = 0.0f;
float epsilon = cutoff - cutoff_outer;
falloff = clamp((theta - cutoff_outer) / epsilon, 0.0, 1.0);
float distance = length(light_pos - world_pos);
float attenuation = 1.0;
attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
vec3 radiance = diffuse * attenuation * falloff * (1.0-shadow_val);
vec3 Lo = CalculatePBR(normal, view_pos, world_pos, direction_to_light, diffuse, radiance, roughness, metallic);
return Lo;// * shadow;
}
mat3 GetRotationOnlyMatrix(mat4 model_mat)
{
mat3 rot_mat;
@@ -223,6 +281,140 @@ mat3 GetRotationOnlyMatrix(mat4 model_mat)
return rot_mat;
}
float SimpleSampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint shadow_trans_idx)
{
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;
// return frag_light_space.z - shadow_map_depth;
//return shadow_map_depth ;
//return frag_light_space.z;
if(frag_light_space.z > shadow_map_depth)
{
return 0;
}
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]];
@@ -241,37 +433,76 @@ void main()
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);
}
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);
}
//uFragColor = vec4(light_direction, 1);
}
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));
@@ -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"
@@ -20,23 +21,19 @@ 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 */
@@ -106,6 +106,44 @@ HydraID HydraTextureBufferManager::_GetTextureID()
return id;
}
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,
@@ -121,8 +159,7 @@ HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
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);
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 */
+69 -5
View File
@@ -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);
}
}
+9 -1
View File
@@ -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;
@@ -290,7 +290,7 @@ void HydraGLTFLoader::_ProcessGLTFTextures(aiScene const *scene, std::vector<uin
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()
{
@@ -23,6 +29,7 @@ void HydraDeferredPipeline::Initialise()
_CreateFrameBuffer();
_CreateColourRenderStage();
_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();
};
@@ -36,12 +36,9 @@ 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);
@@ -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()
@@ -14,31 +14,57 @@
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,
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);
}
m_program = glCreateProgram();
glAttachShader(m_program, m_vertex_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);
}
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;
}
}
@@ -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()
{
+1 -1
View File
@@ -7,7 +7,7 @@ class HydraRenderer : public HydraObject
{
public:
void Initialise(HydraRenderSettings render_settings);
void BeginFrame();
//void BeginFrame();
void EndFrame();
@@ -17,6 +17,7 @@ private:
uint32_t m_mip_levels;
uint32_t m_min_filter;
uint32_t m_mag_filter;
uint32_t m_target;
void *m_data;
HydraID *m_texture_id;
@@ -33,7 +34,7 @@ public:
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,
@@ -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 */
@@ -16,7 +16,7 @@ class HydraUpdatePartialGPUBufferTask : public HydraTask
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 */
@@ -11,7 +11,6 @@ class HydraRenderTask : public HydraTask
public:
virtual void Process() override
{
GetEngine()->Renderer()->BeginFrame();
GetEngine()->Renderer()->EndFrame();
}
};
@@ -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",
"name" : "ALL_BUILD",
"projectIndex" : 0
},
{
"directoryIndex" : 1,
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
"jsonFile" : "target-ALL_BUILD-MinSizeRel-30097c8e6651db3aff43.json",
"jsonFile" : "target-ALL_BUILD-MinSizeRel-21126e6f26f8151b82a1.json",
"name" : "ALL_BUILD",
"projectIndex" : 1
},
{
"directoryIndex" : 0,
"id" : "HydraClient::@6890427a1f51a3e7e1df",
"jsonFile" : "target-HydraClient-MinSizeRel-0b1754e9511a8dea2861.json",
"jsonFile" : "target-HydraClient-MinSizeRel-707588ed524688a0f034.json",
"name" : "HydraClient",
"projectIndex" : 0
},
{
"directoryIndex" : 1,
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
"jsonFile" : "target-HydraEngine-MinSizeRel-300e0b7a01e3150809fd.json",
"jsonFile" : "target-HydraEngine-MinSizeRel-3f820b7fb6c0cca80b22.json",
"name" : "HydraEngine",
"projectIndex" : 1
},
@@ -743,28 +743,28 @@
{
"directoryIndex" : 0,
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-9ddbbbeb4caedf0a48f0.json",
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-79cb89fa590649c6cd6a.json",
"name" : "ALL_BUILD",
"projectIndex" : 0
},
{
"directoryIndex" : 1,
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-30097c8e6651db3aff43.json",
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-21126e6f26f8151b82a1.json",
"name" : "ALL_BUILD",
"projectIndex" : 1
},
{
"directoryIndex" : 0,
"id" : "HydraClient::@6890427a1f51a3e7e1df",
"jsonFile" : "target-HydraClient-RelWithDebInfo-19110864938462bdea5b.json",
"jsonFile" : "target-HydraClient-RelWithDebInfo-a4b1a5ac731bdcc03733.json",
"name" : "HydraClient",
"projectIndex" : 0
},
{
"directoryIndex" : 1,
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
"jsonFile" : "target-HydraEngine-RelWithDebInfo-365df9edb3aa4717e569.json",
"jsonFile" : "target-HydraEngine-RelWithDebInfo-6380502de83523fc2633.json",
"name" : "HydraEngine",
"projectIndex" : 1
},
@@ -27,7 +27,7 @@
"objects" :
[
{
"jsonFile" : "codemodel-v2-aa0145a10a295b367570.json",
"jsonFile" : "codemodel-v2-096b8a8b347f4803f005.json",
"kind" : "codemodel",
"version" :
{
@@ -100,7 +100,7 @@
}
},
{
"jsonFile" : "codemodel-v2-aa0145a10a295b367570.json",
"jsonFile" : "codemodel-v2-096b8a8b347f4803f005.json",
"kind" : "codemodel",
"version" :
{
@@ -22,10 +22,10 @@
"dependencies" :
[
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -25,10 +25,10 @@
"id" : "HydraClient::@6890427a1f51a3e7e1df"
},
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -22,10 +22,10 @@
"dependencies" :
[
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -25,10 +25,10 @@
"id" : "HydraClient::@6890427a1f51a3e7e1df"
},
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -22,10 +22,10 @@
"dependencies" :
[
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -25,10 +25,10 @@
"id" : "HydraClient::@6890427a1f51a3e7e1df"
},
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -22,10 +22,10 @@
"dependencies" :
[
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -25,10 +25,10 @@
"id" : "HydraClient::@6890427a1f51a3e7e1df"
},
{
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"folder" :
@@ -107,11 +107,11 @@
"dependencies" :
[
{
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"id" : "HydraClient::@6890427a1f51a3e7e1df",
@@ -107,11 +107,11 @@
"dependencies" :
[
{
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"id" : "HydraClient::@6890427a1f51a3e7e1df",
@@ -107,11 +107,11 @@
"dependencies" :
[
{
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"id" : "HydraClient::@6890427a1f51a3e7e1df",
@@ -107,11 +107,11 @@
"dependencies" :
[
{
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
},
{
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
"backtrace" : 2,
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
}
],
"id" : "HydraClient::@6890427a1f51a3e7e1df",
@@ -199,36 +199,43 @@
15,
17,
19,
22,
21,
23,
25,
28,
30,
31,
34,
36,
40,
44,
46,
56,
58,
60,
62,
64,
37,
39,
43,
45,
49,
53,
55,
66,
68,
70,
72,
74,
77,
76,
78,
80,
82,
84,
86,
88,
90,
92,
91,
94,
96,
100
98,
100,
102,
104,
106,
108,
110,
112,
116
]
}
],
@@ -315,36 +322,43 @@
15,
17,
19,
22,
21,
23,
25,
28,
30,
31,
34,
36,
40,
44,
46,
56,
58,
60,
62,
64,
37,
39,
43,
45,
49,
53,
55,
66,
68,
70,
72,
74,
77,
76,
78,
80,
82,
84,
86,
88,
90,
92,
91,
94,
96,
100
98,
100,
102,
104,
106,
108,
110,
112,
116
]
},
{
@@ -363,57 +377,66 @@
16,
18,
20,
21,
23,
22,
24,
26,
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LINK : fatal error LNK1104: cannot open file 'pthreads.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-hnvot7\\cmTC_bca66.vcxproj]
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.
@@ -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
@@ -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
@@ -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

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