SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
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@@ -22,10 +22,21 @@ void DrawFinalPass::InitializeTextures()
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void DrawFinalPass::InitializeFrameBuffers()
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glGenTextures(1, &m_DepthBuffer);
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glBindTexture(GL_TEXTURE_2D, m_DepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width), (int)(m_Renderer->GetViewportSize().Height), 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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/*glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("RenderBuffer generation");
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GLERROR("RenderBuffer generation");*/
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GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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@@ -33,7 +44,7 @@ void DrawFinalPass::InitializeFrameBuffers()
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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@@ -176,10 +187,12 @@ void DrawFinalPass::InitializeShaderPrograms()
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("Pre");
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RenderCamera = scene.Camera;
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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if (scene.ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClear(GL_DEPTH_BUFFER_BIT);
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state->Disable(GL_DEPTH_TEST);
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state->DepthMask(GL_FALSE);
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}
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//TODO: Do we need check for this or will it be per scene always?
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glClearStencil(0x00);
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@@ -241,7 +254,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClear(GL_DEPTH_BUFFER_BIT);
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stateLowRes->Enable(GL_DEPTH_TEST);
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stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
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@@ -743,17 +756,26 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
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{
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GLERROR("Bind 1 uniform");
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GLint Location_M = glGetUniformLocation(shaderHandle, "M");
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glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
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GLERROR("Bind 2 uniform");
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GLint Location_V = glGetUniformLocation(shaderHandle, "V");
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glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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GLERROR("Bind 3 uniform");
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GLint Location_P = glGetUniformLocation(shaderHandle, "P");
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glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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if (1/*job->Model->IsSkinned()*/) {
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GLERROR("Bind 1 uniform");
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GLint Location_M = glGetUniformLocation(shaderHandle, "M");
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glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
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GLERROR("Bind 2 uniform");
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GLint Location_V = glGetUniformLocation(shaderHandle, "V");
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glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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GLERROR("Bind 3 uniform");
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GLint Location_P = glGetUniformLocation(shaderHandle, "P");
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glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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} else {
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GLERROR("Bind 1 uniform");
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GLint Location_M = glGetUniformLocation(shaderHandle, "M");
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glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
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GLERROR("Bind 2 uniform");
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GLint Location_V = glGetUniformLocation(shaderHandle, "PV");
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glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix()));
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GLERROR("Bind 3 uniform");
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}
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GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
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glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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GLERROR("Bind 5 uniform");
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