Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # resources/Schema/Components.xsd # resources/Schema/Entities/CollisionTestLevel.xml # resources/Schema/Types/Entity.xsd # src/Engine/Collision/Collision.cpp # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
@@ -2,8 +2,10 @@
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
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{
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//TODO: Make sure that uniforms are not sent into shader if not needed.
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m_Renderer = renderer;
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m_LightCullingPass = lightCullingPass;
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m_ShieldPixelRate = 8;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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@@ -21,18 +23,39 @@ void DrawFinalPass::InitializeFrameBuffers()
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{
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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_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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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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m_FinalPassFrameBuffer.Generate();
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GLERROR("FBO generation");
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glGenRenderbuffers(1, &m_DepthBufferLowRes);
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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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GLERROR("RenderBufferLowRes generation");
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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_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_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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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTextureLowRes, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTextureLowRes, GL_COLOR_ATTACHMENT1)));
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m_FinalPassFrameBufferLowRes.Generate();
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GLERROR("FBO2 generation");
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}
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void DrawFinalPass::InitializeShaderPrograms()
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@@ -111,6 +134,20 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSplatMapSkinnedProgram->Link();
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GLERROR("Creating Forward SplatMap Skinned program");
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m_ShieldToStencilProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgram");
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m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencil.vert.glsl")));
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m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
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m_ShieldToStencilProgram->Compile();
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m_ShieldToStencilProgram->Link();
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GLERROR("Creating Shield program");
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m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferProgram->Compile();
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m_FillDepthBufferProgram->Link();
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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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@@ -121,20 +158,92 @@ void DrawFinalPass::Draw(RenderScene& scene)
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if (scene.ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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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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DrawModelRenderQueues(scene.OpaqueObjects, scene);
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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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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.TransparentObjects, scene);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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delete state;
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//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
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//Draw shields to stencil pass
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state->StencilFunc(GL_ALWAYS, 1, 0xFF);
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state->StencilMask(0xFF);
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DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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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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DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
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GLERROR("Shielded Opaque object");
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//Draw Transparen Shielded objects
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DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
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GLERROR("Shielded Transparent objects");
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GLERROR("END");
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delete state;
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DrawFinalPassState* stateLowRes = new DrawFinalPassState(m_FinalPassFrameBufferLowRes.GetHandle());
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//Draw the lowres texture that will be shown behind the shield.
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stateLowRes->Enable(GL_SCISSOR_TEST);
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stateLowRes->Enable(GL_DEPTH_TEST);
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//TODO: Viewports and scissor should be in state
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glClearStencil(0x00);
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glClear(GL_STENCIL_BUFFER_BIT);
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//TODO: This should not be here...
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stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
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stateLowRes->StencilMask(0x00);
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DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene);
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DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
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//Draw shields to stencil pass
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stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
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stateLowRes->StencilMask(0xFF);
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stateLowRes->Enable(GL_DEPTH_TEST);
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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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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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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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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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delete stateLowRes;
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}
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void DrawFinalPass::ClearBuffer()
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{
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m_FinalPassFrameBufferLowRes.Bind();
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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m_FinalPassFrameBufferLowRes.Unbind();
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m_FinalPassFrameBuffer.Bind();
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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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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_FinalPassFrameBuffer.Unbind();
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@@ -166,7 +275,7 @@ 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>>& job, RenderScene& scene)
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLERROR("forwardHandle");
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@@ -189,10 +298,125 @@ 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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for(auto &job : job)
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for(auto &job : jobs)
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{
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if(explosionEffectJob) {
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//Bind program
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if(GLERROR("Prebind")) {
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continue;
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}
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m_ExplosionEffectProgram->Bind();
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if(GLERROR("BindProgram")) {
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continue;
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}
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glDisable(GL_CULL_FACE);
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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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if(GLERROR("BindExplosionUniforms")) {
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continue;
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}
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (explosionEffectJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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if(GLERROR("Animation")) {
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continue;
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}
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//bind textures
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BindExplosionTextures(explosionEffectJob);
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if(GLERROR("BindExplosionTextures")) {
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continue;
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}
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//draw
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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
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glEnable(GL_CULL_FACE);
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if(GLERROR("explosion effect end")) {
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continue;
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}
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//bind forward program
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m_ForwardPlusProgram->Bind();
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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//bind uniforms
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BindModelUniforms(forwardHandle, modelJob, scene);
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//bind textures
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BindModelTextures(modelJob);
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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if(GLERROR("models end")) {
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continue;
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}
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}
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}
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}
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}
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void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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m_ShieldToStencilProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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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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for (auto &job : jobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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if (GLERROR("models end")) {
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continue;
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}
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}
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}
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}
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void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLERROR("forwardHandle");
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLERROR("explosionHandle");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
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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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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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switch (explosionEffectJob->Type) {
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case RawModel::MaterialType::Basic:
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case RawModel::MaterialType::SingleTextures:
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@@ -331,12 +555,44 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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if(GLERROR("models end")) {
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if (GLERROR("models end")) {
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continue;
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}
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}
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}
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}
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}
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void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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m_FillDepthBufferProgram->Bind();
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GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
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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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for (auto &job : jobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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//bind uniforms
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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if (GLERROR("models end")) {
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continue;
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}
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}
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}
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Reference in New Issue
Block a user