Merge remote-tracking branch 'origin/master' into ExplosionEffectV2

# Conflicts:
#	resources/Schema/Components/ExplosionEffect.xml
#	resources/Shaders/ExplosionEffect.geom.glsl
#	src/Game/Systems/ExplosionEffectSystem.cpp
This commit is contained in:
FakeShemp
2016-03-10 11:49:51 +01:00
184 changed files with 36165 additions and 12717 deletions
+381 -115
View File
@@ -1,9 +1,10 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
, m_SSAOPass(ssaoPass)
, m_ShadowPass(shadowPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
@@ -12,13 +13,21 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
InitializeFrameBuffers();
}
DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_BloomTexture);
CommonFunctions::DeleteTexture(&m_SceneTexture);
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
}
void DrawFinalPass::InitializeTextures()
{
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false);
m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false);
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
m_NeutralNormalTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/NeutralNormalMap.png");
m_GreyTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Grey.png");
m_ErrorTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/ErrorTexture.png");
}
void DrawFinalPass::InitializeFrameBuffers()
@@ -233,7 +242,7 @@ void DrawFinalPass::InitializeShaderPrograms()
}
void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
@@ -280,16 +289,32 @@ void DrawFinalPass::Draw(RenderScene& scene)
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
//Generate blur texture.
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
delete state;
delete stateSprite;
GLERROR("END");
}
@@ -335,6 +360,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
@@ -343,6 +370,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
glActiveTexture(GL_TEXTURE30);
if (m_ShadowPass->DepthMap() != NULL) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
} else {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
}
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
@@ -351,9 +385,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
m_ExplosionEffectSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -373,8 +415,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
m_ExplosionEffectProgram->Bind();
lastShader = m_ExplosionEffectProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
@@ -388,8 +439,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -405,9 +465,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
m_ExplosionEffectSplatMapProgram->Bind();
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
//bind textures
@@ -420,8 +488,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glDisable(GL_CULL_FACE);
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
if (lastModel != explosionEffectJob->ModelID) {
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
lastModel = explosionEffectJob->ModelID;
}
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
GLERROR("explosion effect end");
@@ -435,8 +506,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
m_ForwardPlusSkinnedProgram->Bind();
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
@@ -454,8 +534,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
@@ -469,8 +558,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind SkinnedSplatMapProgram program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SkinnedSplatMapProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
//bind textures
@@ -486,8 +584,17 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
else {
m_ForwardPlusSplatMapProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
m_ForwardPlusSplatMapProgram->Bind();
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
//bind textures
@@ -498,8 +605,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
@@ -528,6 +638,8 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
GLuint explosionSkinnedShieldCheckHandle = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
GLuint lastShader = 0;
unsigned int lastModel = 0;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
@@ -548,9 +660,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -569,8 +689,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectShieldCheckProgram->GetHandle()) {
m_ExplosionEffectShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -585,8 +714,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -603,9 +741,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle()) {
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
lastShader = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
//bind textures
@@ -621,9 +767,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
m_ExplosionEffectSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinned program");
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinned Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -641,8 +795,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
m_ExplosionEffectProgram->Bind();
lastShader = m_ExplosionEffectProgram->GetHandle();
GLERROR("Bind ExplosionEffect program");
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffect Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
@@ -656,8 +819,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind ExplosionEffectSkinnedSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSkinnedSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
@@ -673,9 +845,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
//bind uniforms
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
m_ExplosionEffectSplatMapProgram->Bind();
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
GLERROR("Bind ExplosionEffectSplatMap program");
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
}
//bind uniforms
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
//bind textures
@@ -689,8 +869,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glDisable(GL_CULL_FACE);
//draw
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
if (lastModel != explosionEffectJob->ModelID) {
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
lastModel = explosionEffectJob->ModelID;
}
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
glEnable(GL_CULL_FACE);
GLERROR("explosion effect end");
@@ -705,8 +888,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedShieldCheckProgram->GetHandle()) {
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene);
//bind textures
@@ -725,8 +917,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ForwardPlusShieldCheckProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusShieldCheckProgram->GetHandle()) {
m_ForwardPlusShieldCheckProgram->Bind();
lastShader = m_ForwardPlusShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardShieldCheckHandle, modelJob, scene);
//bind textures
@@ -740,8 +941,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
GLERROR("Bind ForwardPlusProgramSplatMapSkinned program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgramSplatMapSkinned Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene);
//bind textures
@@ -757,8 +967,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapShieldCheckProgram->GetHandle()) {
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
lastShader = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene);
//bind textures
@@ -774,8 +993,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SingleTextures:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSkinnedProgram->Bind();
GLERROR("Bind ForwardPlusSkinnedProgram");
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
m_ForwardPlusSkinnedProgram->Bind();
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
GLERROR("Bind ForwardPlusSkinnedProgram program");
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
@@ -794,8 +1022,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind ForwardPlusProgram Uniforms");
}
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
@@ -809,8 +1046,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
case RawModel::MaterialType::SplatMapping:
{
if (modelJob->Model->IsSkinned()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
m_ForwardPlusSplatMapSkinnedProgram->Bind();
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
//bind textures
@@ -826,8 +1072,17 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapProgram->Bind();
GLERROR("Bind SplatMap program");
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
m_ForwardPlusSplatMapProgram->Bind();
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
GLERROR("Bind SplatMap program");
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind SplatMap Uniforms");
}
//bind uniforms
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
//bind textures
@@ -839,8 +1094,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
lastModel = modelJob->ModelID;
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
if (GLERROR("models end")) {
continue;
@@ -945,17 +1203,26 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint shaderSkinnedHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
GLuint lastShader = 0;
for (auto &job : jobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(modelJob->Model->IsSkinned()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 1");
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
GLERROR("Bind PVM uniform");
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -966,11 +1233,19 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_FillDepthStencilBufferProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
m_FillDepthStencilBufferProgram->Bind();
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 2");
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
GLERROR("Bind PVM uniform");
}
@@ -992,6 +1267,9 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
GLuint shaderHandle = m_SpriteProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
for(auto& job : jobs) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
RenderState jobState;
@@ -1000,10 +1278,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
if(spriteJob->Depth == 0) {
jobState.Disable(GL_DEPTH_TEST);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
@@ -1033,17 +1308,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind PVM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind VM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
GLERROR("Bind TIM uniform");
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
GLERROR("Bind 6 uniform");
@@ -1083,29 +1355,25 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
GLERROR("Bind 18 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
GLERROR("Bind 19 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 20 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
GLERROR("END");
}
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
{
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
GLERROR("Bind 1 uniform");
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
GLERROR("Bind 2 uniform");
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("Bind 3 uniform");
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind PVM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
GLERROR("Bind VM uniform");
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
GLERROR("Bind TIM uniform");
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
glUniform1f(Location_FillPercentage, job->FillPercentage);
@@ -1118,14 +1386,12 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
GLERROR("Bind 8 uniform");
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
GLERROR("Bind 9 uniform");
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 10 uniform");
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
GLERROR("END");
}