Merge branch 'master' into Shadows
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/FrameBuffer.cpp # src/Engine/Rendering/Renderer.cpp
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@@ -5,6 +5,7 @@
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "SSAOPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -15,34 +16,28 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, ShadowPass* shadowPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void Draw(RenderScene& scene);
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void ClearBuffer();
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void OnWindowResize();
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -57,13 +52,11 @@ private:
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Texture* m_ErrorTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBufferLowRes;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_ShieldBuffer;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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@@ -73,22 +66,34 @@ private:
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const LightCullingPass* m_LightCullingPass;
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const ShadowPass* m_ShadowPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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ShaderProgram* m_FillDepthStencilBufferProgram;
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ShaderProgram* m_ForwardPlusShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
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ShaderProgram* m_SpriteShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ShieldToStencilSkinnedProgram;
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ShaderProgram* m_FillDepthBufferSkinnedProgram;
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ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
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ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
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};
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#endif
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