Merge remote-tracking branch 'origin/master' into HUDDesync
This commit is contained in:
@@ -19,16 +19,20 @@ void DrawBloomPass::InitializeTextures()
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void DrawBloomPass::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->Link();
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if (m_GaussianProgram_horiz->GetHandle() == 0) {
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->Link();
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}
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->Link();
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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if (m_GaussianProgram_vert->GetHandle() == 0) {
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->Link();
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}
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}
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@@ -71,15 +75,12 @@ void DrawBloomPass::Draw(GLuint texture)
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_iterations; i++) {
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//Vertical pass
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@@ -92,7 +93,6 @@ void DrawBloomPass::Draw(GLuint texture)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_horiz.Bind();
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@@ -112,7 +112,6 @@ void DrawBloomPass::Draw(GLuint texture)
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m_GaussianProgram_vert->Bind();
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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@@ -27,6 +27,7 @@ void DrawFinalPass::InitializeFrameBuffers()
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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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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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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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@@ -173,25 +174,25 @@ void DrawFinalPass::InitializeShaderPrograms()
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GLERROR("Creating DepthFill program");
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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{
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GLERROR("Pre");
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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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glClear(GL_STENCIL_BUFFER_BIT);
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//Fill depth buffer
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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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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@@ -206,11 +207,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
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//Draw Opaque shielded objects
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state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
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DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
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GLERROR("Shielded Opaque object");
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//Draw Transparen Shielded objects
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DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
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DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
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GLERROR("Shielded Transparent objects");
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GLERROR("END");
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@@ -241,14 +242,14 @@ 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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stateLowRes->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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GLERROR("TransparentObjects");
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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@@ -321,7 +322,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
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GLERROR("MipMap Texture initialization failed");
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}
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLERROR("forwardHandle");
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@@ -344,6 +345,9 @@ 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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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, SSAOTexture);
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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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@@ -690,14 +694,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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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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glActiveTexture(GL_TEXTURE1);
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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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glActiveTexture(GL_TEXTURE2);
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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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@@ -807,7 +811,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
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case RawModel::MaterialType::SingleTextures:
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case RawModel::MaterialType::Basic:
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
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@@ -817,7 +821,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE2);
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if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
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@@ -827,7 +831,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
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glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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glActiveTexture(GL_TEXTURE2);
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glActiveTexture(GL_TEXTURE3);
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if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
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@@ -837,7 +841,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
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glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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glActiveTexture(GL_TEXTURE3);
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glActiveTexture(GL_TEXTURE4);
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if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
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@@ -850,7 +854,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
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}
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case RawModel::MaterialType::SplatMapping:
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
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int texturePosition = GL_TEXTURE1;
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@@ -925,7 +929,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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case RawModel::MaterialType::SingleTextures:
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case RawModel::MaterialType::Basic:
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
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@@ -935,7 +939,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE2);
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if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
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@@ -945,7 +949,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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glActiveTexture(GL_TEXTURE2);
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glActiveTexture(GL_TEXTURE3);
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if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
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@@ -955,7 +959,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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glActiveTexture(GL_TEXTURE3);
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glActiveTexture(GL_TEXTURE4);
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if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
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@@ -968,10 +972,10 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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}
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case RawModel::MaterialType::SplatMapping:
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
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int texturePosition = GL_TEXTURE1;
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int texturePosition = GL_TEXTURE2;
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//Bind 5 diffuse textures
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std::string UniformName = "DiffuseUVRepeat";
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@@ -25,11 +25,20 @@ void PickingPass::InitializeTextures()
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void PickingPass::InitializeFrameBuffers()
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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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_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);*/
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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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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|
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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}
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@@ -63,7 +72,9 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingProgram->Bind();
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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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m_Camera = scene.Camera;
|
||||
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||||
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||||
@@ -108,7 +108,15 @@ void Renderer::Update(double dt)
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||||
void Renderer::Draw(RenderFrame& frame)
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{
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
|
||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
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ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
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ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
|
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ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
|
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ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
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ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
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m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
||||
//clear buffer 0
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -119,15 +127,21 @@ void Renderer::Draw(RenderFrame& frame)
|
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m_DrawFinalPass->ClearBuffer();
|
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m_DrawBloomPass->ClearBuffer();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
||||
}
|
||||
PerformanceTimer::StartTimer("AO generation");
|
||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
||||
PerformanceTimer::StopTimer("AO generation");
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Drawing PickingPass");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
GLERROR("Generate frustums");
|
||||
@@ -137,8 +151,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
m_DrawFinalPass->Draw(*scene, ao);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
@@ -147,14 +161,17 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
GLERROR("Draw Text");
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Text");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Draw Bloom");
|
||||
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
PerformanceTimer::StopTimer("Renderer-Draw Bloom");
|
||||
|
||||
if (m_DebugTextureToDraw == 0) {
|
||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||
}
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
|
||||
if (m_DebugTextureToDraw == 1) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
|
||||
@@ -174,7 +191,10 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||
m_ImGuiRenderPass->Draw();
|
||||
@@ -223,4 +243,5 @@ void Renderer::InitializeRenderPasses()
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
m_SSAOPass = new SSAOPass(this);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,141 @@
|
||||
#include "Rendering/SSAOPass.h"
|
||||
|
||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
|
||||
InitializeBuffer();
|
||||
InitializeShaderProgram();
|
||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
||||
|
||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
||||
}
|
||||
|
||||
void SSAOPass::InitializeShaderProgram()
|
||||
{
|
||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||
m_SSAOProgram->Compile();
|
||||
m_SSAOProgram->Link();
|
||||
|
||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||
m_SSAOViewSpaceZProgram->Compile();
|
||||
m_SSAOViewSpaceZProgram->Link();
|
||||
}
|
||||
|
||||
|
||||
void SSAOPass::InitializeBuffer()
|
||||
{
|
||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
||||
|
||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOFramBuffer.Generate();
|
||||
|
||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||
}
|
||||
|
||||
void SSAOPass::ClearBuffer()
|
||||
{
|
||||
m_SSAOFramBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOFramBuffer.Unbind();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||
}
|
||||
|
||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
||||
m_Radius = radius;
|
||||
m_Bias = bias;
|
||||
m_Contrast = contrast;
|
||||
m_IntensityScale = intensityScale;
|
||||
m_NumOfSamples = numOfSamples;
|
||||
m_NumOfTurns = NumOfTurns;
|
||||
}
|
||||
|
||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
||||
{
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||
GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||
{
|
||||
SSAOPassState state;
|
||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||
|
||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||
m_SSAOViewSpaceZProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthBuffer);
|
||||
glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip() * camera->FarClip()),
|
||||
(camera->NearClip() - camera->FarClip()),
|
||||
(camera->FarClip())
|
||||
);
|
||||
/*glm::vec3 clipInfo = glm::vec3(
|
||||
(camera->NearClip()),
|
||||
(-1.0f),
|
||||
(+1.0f)
|
||||
);*/
|
||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
glm::vec4 projInfo = glm::vec4(
|
||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
||||
);
|
||||
|
||||
|
||||
m_SSAOFramBuffer.Bind();
|
||||
m_SSAOProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||
|
||||
// How many pixel there are in a 1m long object 1m away from the camera
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
|
||||
|
||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
||||
}
|
||||
|
||||
void ComputeAO(GLuint depthBuffer, Camera* camera) {
|
||||
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#include "Rendering/SSAOPassState.h"
|
||||
|
||||
|
||||
SSAOPassState::SSAOPassState()
|
||||
{
|
||||
//BindFramebuffer(0);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_DEPTH_TEST);
|
||||
Disable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
SSAOPassState::~SSAOPassState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
@@ -98,8 +98,7 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0) {
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user