Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
This commit is contained in:
@@ -13,10 +13,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
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m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
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m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false);
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m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false);
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m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
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}
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void DrawFinalPass::InitializeFrameBuffers()
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@@ -79,6 +80,14 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ExplosionEffectProgram->Link();
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GLERROR("Creating explosion program");
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m_SpriteProgram = ResourceManager::Load<ShaderProgram>("#SpriteProgram");
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Sprite.frag.glsl")));
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m_SpriteProgram->Compile();
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m_SpriteProgram->BindFragDataLocation(0, "sceneColor");
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m_SpriteProgram->BindFragDataLocation(1, "bloomColor");
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m_SpriteProgram->Link();
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GLERROR("Creating sprite program");
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m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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@@ -184,6 +193,8 @@ void DrawFinalPass::Draw(RenderScene& scene)
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
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//Draw shields to stencil pass
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@@ -312,7 +323,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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for (auto &job : jobs) {
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if (explosionEffectJob) {
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@@ -328,11 +338,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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frameBones = explosionEffectJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ExplosionEffectProgram->Bind();
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@@ -355,11 +361,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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frameBones = explosionEffectJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -400,11 +402,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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BindModelTextures(forwardSkinnedHandle, modelJob);
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -428,11 +426,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -476,13 +470,8 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ShieldToStencilProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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@@ -535,11 +524,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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}
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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frameBones = explosionEffectJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (GLERROR("Animation")) {
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@@ -574,11 +559,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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BindModelTextures(forwardHandle ,modelJob);
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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@@ -610,11 +591,7 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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frameBones = modelJob->Skeleton->GetBones();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -637,6 +614,55 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
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}
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void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene)
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{
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m_SpriteProgram->Bind();
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GLuint shaderHandle = m_SpriteProgram->GetHandle();
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for(auto& job : jobs) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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RenderState jobState;
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if (spriteJob) {
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if(spriteJob->Depth == 0) {
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jobState.Disable(GL_DEPTH_TEST);
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
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glActiveTexture(GL_TEXTURE0);
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if (spriteJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
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}
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glActiveTexture(GL_TEXTURE1);
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if (spriteJob->IncandescenceTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}
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glBindVertexArray(spriteJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
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}
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}
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// m_SpriteProgram->Unbind();
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}
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void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
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{
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GLERROR("Bind 1 uniform");
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