Commiting unfinished work.

This commit is contained in:
Faerbit 2015-03-21 15:05:22 +01:00
parent 2a0cb3ca1d
commit a07a4bbb91
8 changed files with 89 additions and 34 deletions

View File

@ -16,12 +16,21 @@ void Chunk::render(SharedShaderProgram shader, bool lightingPass, bool texturePa
}
}
void Chunk::enqueueObjects(std::vector<std::vector<Object*>>* renderQueue) {
for(unsigned int i = 0; i<objects.size(); i++) {
renderQueue->at(objects.at(i)->getMaterial()->getTextureUnit() - 2).push_back(objects.at(i));
}
}
void Chunk::addObject(Object* object) {
objects.push_back(object);
}
void Chunk::sortObjects(int materialCount) {
// init
sortedObjects = std::vector<std::vector<Object*>>(materialCount);
for(unsigned int i = 0; i<sortedObjects.size(); i++) {
sortedObjects.at(i) = std::vector<Object*>();
}
for(unsigned int i = 0; i<objects.size(); i++){
sortedObjects.at(objects.at(i)->getMaterial()->getMaterialId()).push_back(objects.at(i));
}
}
std::vector<std::vector<Object*>>* Chunk::getSortedObjects() {
return &sortedObjects;
}

View File

@ -12,7 +12,9 @@ class Chunk {
void render(SharedShaderProgram shader, bool lightingPass, bool texturePass,
glm::mat4* viewProjcetionMatrix, std::vector<glm::mat4>* additionalMatrices=0);
void addObject(Object* object);
void enqueueObjects(std::vector<std::vector<Object*>>* renderQueue);
void sortObjects(int textureUnits);
std::vector<std::vector<Object*>>* getSortedObjects();
private:
std::vector<Object*> objects;
std::vector<std::vector<Object*>> sortedObjects;
};

View File

@ -198,10 +198,11 @@ void Graphics::init(Level* level) {
lightingShader->setUniform("fogColorNight", level->getFogColourNight());
lightingShader->setUniform("ambientColor", level->getAmbientLight());
renderQueue = std::vector<std::vector<Object*>>(Material::getAllTextures()->size());
for (unsigned int i = 0; i<renderQueue.size(); i++) {
renderQueue.at(i) = std::vector<Object*>();
}
level->sortObjects(Material::getAllMaterials()->size());
#ifdef SAXUM_DEBUG
std::cout << "There were " << Material::getAllMaterials()->size()
<< " materials used in this level." << std::endl;
#endif
}
void Graphics::bindTextureUnits(){
@ -491,23 +492,24 @@ void Graphics::render(double time)
if (renderWorld) {
// render the level
level->enqueueObjects(&renderQueue);
for (unsigned int i = 0; i<renderQueue.size(); i++) {
if (renderQueue.at(i).size() != 0) {
Material* material = renderQueue.at(i).at(0)->getMaterial();
if (material->isMoving()) {
lightingShader->setUniform("movingTexture", true);
level->enqueueObjects(this);
for (unsigned int i = 0; i<Material::getAllTextures()->size(); i++) {
Material* material = &Material::getAllTextures()->at(i);
if (material->isMoving()) {
lightingShader->setUniform("movingTexture", true);
}
else {
lightingShader->setUniform("movingTexture", false);
}
lightingShader->setUniform("uTexture", material->getTextureUnit());
lightingShader->setUniform("ambientFactor", material->getAmbientFactor());
lightingShader->setUniform("diffuseFactor", material->getDiffuseFactor());
lightingShader->setUniform("specularFactor", material->getSpecularFactor());
lightingShader->setUniform("shininess", material->getShininess());
for(unsigned int j = 0; j<renderQueue.size(); j++) {
for(unsigned int k = 0; k<renderQueue.at(j)->at(i).size(); k++) {
renderQueue.at(j)->at(i).at(k)->render(lightingShader, true, false, &lightingViewProjectionMatrix, &depthBiasVPs);
}
else {
lightingShader->setUniform("movingTexture", false);
}
lightingShader->setUniform("uTexture", material->getTextureUnit());
lightingShader->setUniform("ambientFactor", material->getAmbientFactor());
lightingShader->setUniform("diffuseFactor", material->getDiffuseFactor());
lightingShader->setUniform("specularFactor", material->getSpecularFactor());
lightingShader->setUniform("shininess", material->getShininess());
for(unsigned int j = 0; j<renderQueue.at(i).size(); j++) {
renderQueue.at(i).at(j)->render(lightingShader, true, false, &lightingViewProjectionMatrix, &depthBiasVPs);
}
}
}
@ -750,3 +752,7 @@ void Graphics::setRenderWorld(bool state) {
bool Graphics::getRenderWorld() {
return renderWorld;
}
void Graphics::enqueueObjects(std::vector<std::vector<Object*>>* queue){
renderQueue.push_back(queue);
}

View File

@ -33,6 +33,7 @@ class Graphics {
bool getRenderFlames();
bool getRenderDebug();
bool getRenderWorld();
void enqueueObjects(std::vector<std::vector<Object*>>* queue);
private:
void bindTextureUnits();
void updateLights();
@ -88,7 +89,7 @@ class Graphics {
SharedArrayBuffer debug_ab;
SharedVertexArrayObject debug_vao;
SharedShaderProgram debugShader;
std::vector<std::vector<Object*>> renderQueue;
std::vector<std::vector<std::vector<Object*>>*> renderQueue;
};
#endif

View File

@ -1,6 +1,7 @@
#include "level.hh"
#include "loader.hh"
#include <string>
#include "graphics.hh"
Level::Level(std::string xmlFilePath) {
// default value
@ -101,7 +102,7 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
}
}
void Level::enqueueObjects(std::vector<std::vector<Object*>>* renderQueue) {
void Level::enqueueObjects(Graphics* graphics) {
int renderDistance = 0;
if ((int)farPlane % chunkSize == 0) {
renderDistance = (((int)skydomeSize)+chunkSize/2)/chunkSize;
@ -129,11 +130,26 @@ void Level::enqueueObjects(std::vector<std::vector<Object*>>* renderQueue) {
}
for(unsigned int i = xStart; i<=xEnd; i++) {
for(unsigned int j = zStart; j<=zEnd; j++) {
chunks.at(i).at(j).enqueueObjects(renderQueue);
graphics->enqueueObjects(chunks.at(i).at(j).getSortedObjects());
}
}
graphics->enqueueObjects(&sortedCrossChunkObjects);
}
void Level::sortObjects(int materialCount) {
for(unsigned int i = 0; i<chunks.size(); i++) {
for(unsigned int j = 0; j<chunks.at(i).size(); j++) {
chunks.at(i).at(j).sortObjects(materialCount);
}
}
// init
sortedCrossChunkObjects = std::vector<std::vector<Object*>>(materialCount);
for(unsigned int i = 0; i<sortedCrossChunkObjects.size(); i++) {
sortedCrossChunkObjects.at(i) = std::vector<Object*>();
}
for(unsigned int i = 0; i<crossChunkObjects.size(); i++) {
renderQueue->at(crossChunkObjects.at(i)->getMaterial()->getTextureUnit() - 2).push_back(crossChunkObjects.at(i));
sortedCrossChunkObjects.at(crossChunkObjects.at(i)->getMaterial()->getMaterialId())
.push_back(crossChunkObjects.at(i));
}
}

View File

@ -21,6 +21,9 @@ extern "C" {
}
#include "LuaBridge.h"
// forward declaration
class Graphics;
class Level {
public:
Level(std::string xmlFilePath);
@ -77,10 +80,12 @@ class Level {
void generateChunks(int chunkSize);
std::vector<std::vector<Chunk>>* getChunks();
void addToSpecificChunk(Object* object, int xPosition, int zPosition);
void enqueueObjects(std::vector<std::vector<Object*>>* renderQueue);
void enqueueObjects(Graphics* graphics);
void sortObjects(int materialCount);
private:
lua_State* luaState=nullptr;
std::vector<Object*> crossChunkObjects;
std::vector<std::vector<Object*>> sortedCrossChunkObjects;
std::vector<Object*> allObjects;
std::vector<Object*> physicsObjects;
std::vector<std::vector<Chunk>> chunks;

View File

@ -2,6 +2,8 @@
std::set<SharedTexture2D> Material::allTexturesSet = std::set<SharedTexture2D>();
std::vector<SharedTexture2D> Material::allTexturesVector = std::vector<SharedTexture2D>();
std::set<Material> Material::allMaterialsSet = std::set<Material>();
std::vector<Material> Material::allMaterialsVector = std::vector<Material*>();
Material::Material(std::string filePath, float ambientFactor, float diffuseFactor,
float specularFactor, float shininess, bool movingTexture) {
@ -14,15 +16,24 @@ Material::Material(std::string filePath, float ambientFactor, float diffuseFacto
this->specularFactor = specularFactor;
this->shininess = shininess;
this->movingTexture = movingTexture;
unsigned int count = allTexturesSet.size();
unsigned int textureCount = allTexturesSet.size();
allTexturesSet.insert(reference);
if (allTexturesSet.size() != count) {
if (allTexturesSet.size() != textureCount) {
allTexturesVector.push_back(reference);
}
textureUnit = std::distance(Material::getAllTextures()->begin(),
std::find(std::begin(*Material::getAllTextures()),
// first two texture units are used by the loading screen
std::end(*Material::getAllTextures()), reference)) + 2;
unsigned int materialCount = allMaterialsSet.size();
allMaterialsSet.insert(*this);
if (allMaterialsSet.size() != materialCount) {
allMaterialsVector.push_back(*this);
}
materialId = std::distance(Material::getAllMaterials()->begin(),
std::find(std::begin(*Material::getAllMaterials()),
std::end(*Material::getAllMaterials()), *this));
}
Material::Material() {

View File

@ -22,10 +22,13 @@ class Material{
float getShininess();
bool isMoving();
static std::vector<SharedTexture2D>* getAllTextures();
static std::vector<Material*>* getAllMaterials();
int getTextureUnit();
int getMaterialId();
private:
int textureUnit;
int materialId;
ACGL::OpenGL::SharedTexture2D reference;
float ambientFactor;
float diffuseFactor;
@ -34,6 +37,8 @@ class Material{
bool movingTexture;
static std::set<SharedTexture2D> allTexturesSet;
static std::vector<SharedTexture2D> allTexturesVector;
static std::set<Material> allMaterialsSet;
static std::vector<Material> allMaterialsVector;
};
#endif