ShaderProgram is now a Resource.
All shaderprograms are now pointers and loaded with Resourcemanager.
This commit is contained in:
@@ -15,10 +15,14 @@ void DrawScenePass::InitializeTextures()
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void DrawScenePass::InitializeShaderPrograms()
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{
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//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram->Compile();
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m_BasicForwardProgram->Link();
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}
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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@@ -33,9 +37,9 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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m_BasicForwardProgram.Bind();
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m_BasicForwardProgram->Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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@@ -34,11 +34,13 @@ void PickingPass::InitializeFrameBuffers()
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void PickingPass::InitializeShaderPrograms()
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{
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram.Compile();
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m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram.Link();
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m_PickingProgram = ResourceManager::Load<ShaderProgram>("#PickingProgram");
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m_PickingProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram->Compile();
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m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram->Link();
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}
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void PickingPass::Draw(RenderQueueCollection& rq)
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@@ -50,8 +52,8 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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@@ -66,15 +66,14 @@ void Renderer::InitializeWindow()
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void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram.Compile();
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m_DrawScreenQuadProgram.Link();
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m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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//m_CalculateFrustumProgram.Compile();
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@@ -218,7 +217,7 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glClear(GL_COLOR_BUFFER_BIT);
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m_DrawScreenQuadProgram.Bind();
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m_DrawScreenQuadProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureToDraw);
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@@ -314,14 +313,14 @@ void Renderer::InitializeRenderPasses()
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void Renderer::CalculateFrustum()
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{
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GLERROR("CalculateFrustum Error-1");
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m_CalculateFrustumProgram.Bind();
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m_CalculateFrustumProgram->Bind();
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GLERROR("CalculateFrustum Error1");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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GLERROR("CalculateFrustum Error2");
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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GLERROR("CalculateFrustum Error3");
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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GLERROR("CalculateFrustum Error4");
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glDispatchCompute(5, 3, 1);
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GLERROR("CalculateFrustum Error5");
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@@ -338,7 +337,7 @@ void Renderer::TEMPCreateLights()
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void Renderer::CullLights()
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{
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m_LightCullProgram.Bind();
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m_LightCullProgram->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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