Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/RenderQueue.h # resources/Schema/Components.xsd # resources/Schema/Entities/QualityAssurance.xml # resources/Schema/Entities/RenderingWorld.xml # resources/Shaders/Sprite.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/Model.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -23,22 +23,30 @@ public:
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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 DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
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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);
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void DrawShieldToStencilBuffer(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 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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void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(std::shared_ptr<ModelJob>& job);
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void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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@@ -47,16 +55,35 @@ 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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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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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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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_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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};
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#endif
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