Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
Conflicts: include/Engine/Rendering/Renderer.h src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -120,6 +120,15 @@ void DrawBloomPass::Draw(GLuint texture)
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GLERROR("DrawBloomPass::Draw: END");
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}
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void DrawBloomPass::OnWindowResize()
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{
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GenerateTexture(&m_GaussianTexture_vert, 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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m_GaussianFrameBuffer_vert.Generate();
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GenerateTexture(&m_GaussianTexture_horiz, 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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m_GaussianFrameBuffer_horiz.Generate();
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}
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void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glGenTextures(1, texture);
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@@ -276,6 +276,27 @@ void DrawFinalPass::ClearBuffer()
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m_FinalPassFrameBuffer.Unbind();
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}
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void DrawFinalPass::OnWindowResize()
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{
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//InitializeFrameBuffers();
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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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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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m_FinalPassFrameBuffer.Generate();
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
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GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_FinalPassFrameBufferLowRes.Generate();
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GLERROR("Error changing texture resolutions");
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}
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void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glGenTextures(1, texture);
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@@ -694,9 +715,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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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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@@ -710,7 +728,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("Bind 5 uniform");
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glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
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@@ -743,6 +761,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
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GLERROR("Bind 19 uniform");
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 20 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
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GLERROR("END");
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}
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@@ -769,7 +789,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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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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glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("Bind 5 uniform");
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GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
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@@ -787,6 +807,11 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
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glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 10 uniform");
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GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
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glUniform1f(Location_GlowIntensity, job->GlowIntensity);
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GLERROR("END");
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}
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@@ -72,8 +72,8 @@ void FrameBuffer::Generate()
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(attachments.size(), bufferTextures);
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if(GLERROR("4")) {
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printf("hello");
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if (GLERROR("GLBufferAttachement error")) {
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printf(": AttachmentSize %i", attachments.size());
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}
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if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@@ -110,6 +110,34 @@ void LightCullingPass::FillLightList(RenderScene& scene)
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}
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}
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void LightCullingPass::OnWindowResize()
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{
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SetSSBOSizes();
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
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GLERROR("m_FrustumSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY);
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GLERROR("m_LightSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
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GLERROR("m_LightGridSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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GLERROR("m_LightOffsetSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY);
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GLERROR("m_LightIndexSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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void LightCullingPass::InitializeSSBOs()
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{
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glGenBuffers(1, &m_FrustumSSBO);
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@@ -15,6 +15,8 @@ PickingPass::~PickingPass()
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}
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void PickingPass::InitializeTextures()
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{
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GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
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@@ -245,6 +247,52 @@ void PickingPass::Draw(RenderScene& scene)
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}
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}
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for (auto& job : scene.Jobs.SpriteJob) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (!spriteJob->Pickable) {
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continue;
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}
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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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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = spriteJob->Entity;
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pickInfo.World = spriteJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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m_PickingProgram->Bind();
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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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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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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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/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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@@ -317,8 +365,6 @@ void PickingPass::Draw(RenderScene& scene)
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delete state;
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}
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void PickingPass::ClearPicking()
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{
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m_PickingColorsToEntity.clear();
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@@ -332,6 +378,15 @@ void PickingPass::ClearPicking()
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m_PickingBuffer.Unbind();
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}
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void PickingPass::OnWindowResize()
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{
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InitializeTextures();
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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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m_PickingBuffer.Generate();
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}
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PickData PickingPass::Pick(glm::vec2 screenCoord)
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{
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int fbWidth;
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@@ -1,5 +1,7 @@
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#include "Rendering/Renderer.h"
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std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
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void Renderer::Initialize()
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{
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InitializeWindow();
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@@ -12,7 +14,6 @@ void Renderer::Initialize()
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m_TextPass = new TextPass();
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m_TextPass->Initialize();
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/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
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@@ -20,6 +21,17 @@ void Renderer::Initialize()
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m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
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}
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void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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Renderer* currentRenderer = m_WindowToRenderer[window];
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currentRenderer->m_ViewportSize = Rectangle(width, height);
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currentRenderer->m_DrawFinalPass->OnWindowResize();
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currentRenderer->m_LightCullingPass->OnWindowResize();
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currentRenderer->m_PickingPass->OnWindowResize();
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currentRenderer->m_DrawBloomPass->OnWindowResize();
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}
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void Renderer::InitializeWindow()
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{
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// Initialize GLFW
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@@ -39,6 +51,7 @@ void Renderer::InitializeWindow()
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
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glfwMakeContextCurrent(m_Window);
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// GL version info
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@@ -59,8 +72,10 @@ void Renderer::InitializeWindow()
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exit(EXIT_FAILURE);
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}
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m_WindowToRenderer[m_Window] = this;
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int windowSize[2];
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glfwGetWindowSize(m_Window, &windowSize[0], &windowSize[1]);
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glfwGetFramebufferSize(m_Window, &windowSize[0], &windowSize[1]);
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m_ViewportSize = Rectangle(windowSize[0], windowSize[1]);
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}
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@@ -107,9 +122,11 @@ void Renderer::Draw(RenderFrame& frame)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Clear other buffers
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PerformanceTimer::StartTimer("Renderer-ClearBuffers");
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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for (auto scene : frame.RenderScenes) {
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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@@ -118,27 +135,38 @@ void Renderer::Draw(RenderFrame& frame)
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GLuint ao = m_SSAOPass->SSAOTexture();
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for (auto scene : frame.RenderScenes){
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PerformanceTimer::StartTimer("Renderer-Depth");
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Drawing PickingPass");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
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m_LightCullingPass->GenerateNewFrustum(*scene);
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GLERROR("Generate frustums");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Filling Light List");
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m_LightCullingPass->FillLightList(*scene);
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GLERROR("Filling light list");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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m_DrawFinalPass->Draw(*scene, ao);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text");
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m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
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GLERROR("Draw Text");
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PerformanceTimer::StopTimer("Renderer-Draw Text");
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}
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PerformanceTimer::StartTimer("Renderer-Draw Bloom");
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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PerformanceTimer::StopTimer("Renderer-Draw Bloom");
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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}
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@@ -157,13 +185,16 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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if (m_DebugTextureToDraw == 7) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
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m_ImGuiRenderPass->Draw();
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GLERROR("Imgui draw");
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glfwSwapBuffers(m_Window);
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PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
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}
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PickData Renderer::Pick(glm::vec2 screenCoord)
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