WIP
This commit is contained in:
@@ -0,0 +1,280 @@
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#include "Rendering/BlurHUD.h"
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BlurHUD::BlurHUD(IRenderer* renderer)
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: m_Renderer(renderer)
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{
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InitializeShaderPrograms();
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InitializeBuffers();
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InitializeTextures();
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}
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void BlurHUD::InitializeTextures()
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{
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m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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}
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void BlurHUD::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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if (m_GaussianProgram_horiz->GetHandle() == 0) {
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_horiz->Link();
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}
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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if (m_GaussianProgram_vert->GetHandle() == 0) {
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_vert->Link();
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}
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m_FillDepthStencilProgram = ResourceManager::Load<ShaderProgram>("#FillDepthStencilProgram");
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if (m_FillDepthStencilProgram->GetHandle() == 0) {
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m_FillDepthStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthStencilProgram->Compile();
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m_FillDepthStencilProgram->Link();
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}
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m_CombineTexturesProgram = ResourceManager::Load<ShaderProgram>("#CombineTexturesProgram");
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if (m_CombineTexturesProgram->GetHandle() == 0) {
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m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineTexture.vert.glsl")));
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m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineTexture.frag.glsl")));
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m_CombineTexturesProgram->Compile();
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m_CombineTexturesProgram->BindFragDataLocation(0, "fragmentColor");
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m_CombineTexturesProgram->Link();
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}
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GLERROR("Creating DepthFill program");
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}
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void BlurHUD::InitializeBuffers()
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{
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glm::vec2 res = glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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CommonFunctions::GenerateTexture(&m_DepthStencil_horiz, GL_CLAMP_TO_BORDER, GL_NEAREST,
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res, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR,
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res, GL_RGB16F, GL_RGB, GL_FLOAT);
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
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res, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR,
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res, GL_RGB16F, GL_RGB, GL_FLOAT);
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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CommonFunctions::GenerateTexture(&m_CombinedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
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res, GL_RGB16F, GL_RGB, GL_FLOAT);
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if (m_CombinedTextureBuffer.GetHandle() == 0) {
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m_CombinedTextureBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_CombinedTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_CombinedTextureBuffer.Generate();
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}
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void BlurHUD::ClearBuffer()
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{
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GLERROR("PRE");
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearStencil(0x00);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearStencil(0x00);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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m_CombinedTextureBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_CombinedTextureBuffer.Unbind();
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GLERROR("END");
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}
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//Returns the finished blurred texture
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GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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FillStencil(scene);
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DrawBloomPassState state;
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_Iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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}
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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return m_GaussianTexture_vert;
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}
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void BlurHUD::OnWindowResize()
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{
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CommonFunctions::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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CommonFunctions::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 BlurHUD::FillStencil(RenderScene& scene)
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{
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RenderState state;
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state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
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state.Disable(GL_DEPTH_TEST);
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state.Enable(GL_CULL_FACE);
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state.Enable(GL_STENCIL_TEST);
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state.StencilFunc(GL_ALWAYS, 1, 0xFF);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilMask(0xFF);
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m_FillDepthStencilProgram->Bind();
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GLuint shaderHandle = m_FillDepthStencilProgram->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 : scene.Jobs.SpriteJob) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (!spriteJob) {
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continue;
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}
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if (!spriteJob->BlurBackground) {
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continue;
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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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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state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
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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) {
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continue;
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}
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if(!spriteJob->BlurBackground) {
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continue;
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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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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//Texture 1 will be used if texture 2 is black at that texel, else texture 2 is used.
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GLuint BlurHUD::CombineTextures(GLuint texture1, GLuint texture2)
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{
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RenderState state;
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state.BindFramebuffer(m_CombinedTextureBuffer.GetHandle());
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state.Disable(GL_DEPTH_TEST);
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state.Disable(GL_STENCIL_TEST);
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m_CombineTexturesProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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return m_CombinedTexture;
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}
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@@ -233,7 +233,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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{
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GLERROR("Pre");
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DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
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@@ -280,6 +280,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
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DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
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GLERROR("Shielded Transparent objects");
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//Generate blur texture.
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m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
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//Combine nonblur and blur texture
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m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->StencilFunc(GL_EQUAL, 1, 0xFF);
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@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
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{
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GLERROR("PRE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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if(m_CubeMapTexture == 0) {
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m_CubeMapPass->LoadTextures("Nevada");
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@@ -133,6 +133,7 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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m_SSAOPass->ClearBuffer();
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m_BlurHUDPass->ClearBuffer();
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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GLERROR("ClearBuffers");
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for (auto scene : frame.RenderScenes) {
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@@ -158,7 +159,7 @@ void Renderer::Draw(RenderFrame& frame)
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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m_DrawFinalPass->Draw(*scene);
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m_DrawFinalPass->Draw(*scene, m_BlurHUDPass);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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@@ -194,6 +195,12 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->CombinedSceneTexture());
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}
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if (m_DebugTextureToDraw == 7) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->FullBlurredTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
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@@ -244,9 +251,10 @@ void Renderer::InitializeRenderPasses()
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_BlurHUDPass = new BlurHUD(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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}
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