WIP
DrawScreenQuad implemented and working. Started work on HDR coloring.
This commit is contained in:
@@ -0,0 +1,38 @@
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#ifndef DrawFinalPass_h__
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#define DrawFinalPass_h__
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#include "IRenderer.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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//Getters
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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Texture* m_WhiteTexture;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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ShaderProgram* m_ForwardPlusProgram;
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};
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#endif
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@@ -17,11 +17,13 @@ public:
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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//Getters
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//Todo: Should not be public
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FrameBuffer m_BloomFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_DepthBuffer;
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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@@ -32,7 +34,6 @@ private:
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const LightCullingPass* m_LightCullingPass;
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ShaderProgram* m_ForwardPlusProgram;
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};
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#endif
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@@ -0,0 +1,28 @@
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#ifndef DrawScreenQuadPass_h__
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#define DrawScreenQuadPass_h__
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#include "IRenderer.h"
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#include "DrawScreenQuadPassState.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class DrawScreenQuadPass
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{
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public:
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DrawScreenQuadPass(IRenderer* renderer);
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~DrawScreenQuadPass() { }
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint texture);
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private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_DrawQuadProgram;
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Model* m_ScreenQuad;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef DrawScreenQuadPassState_h__
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#define DrawScreenQuadPassState_h__
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#include "Rendering/RenderState.h"
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class DrawScreenQuadPassState : public RenderState
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{
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public:
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DrawScreenQuadPassState();
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~DrawScreenQuadPassState();
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private:
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};
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#endif
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@@ -14,6 +14,7 @@
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#include "DrawScenePass.h"
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#include "LightCullingPass.h"
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#include "DrawFinalPass.h"
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#include "DrawScreenQuadPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -48,6 +49,7 @@ private:
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LightCullingPass* m_LightCullingPass;
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ImGuiRenderPass* m_ImGuiRenderPass;
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DrawFinalPass* m_DrawFinalPass;
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -57,14 +59,13 @@ private:
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//TODO: Renderer: Get InputUpdate out of renderer
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void InputUpdate(double dt);
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//void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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//void DrawScreenQuad(GLuint textureToDraw);
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void SortRenderJobsByDepth(RenderScene &scene);
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_DrawScreenQuadProgram;
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ShaderProgram* m_BasicForwardProgram;
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};
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#endif
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@@ -48,7 +48,8 @@ in VertexData{
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vec4 DiffuseColor;
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}Input;
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out vec4 fragmentColor;
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out vec4 sceneColor;
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out vec4 bloomColor;
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vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
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@@ -121,6 +122,7 @@ void main()
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LightSource light = LightSources.List[l];
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LightResult result;
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//These if statements should be removed.
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if(light.Type == 1) { // point
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result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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@@ -131,19 +133,29 @@ void main()
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}
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//fragmentColor += Input.DiffuseColor;
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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//fragmentColor += vec4(currentTile/3600.f, 0, 0, 1);
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//sceneColor += Input.DiffuseColor;
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vec4 fragment = Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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sceneColor = vec4(fragment.xyz, 1.0);
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//These if statements should be removed.
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/*
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if(fragment.x > 0.5 || fragment.y > 0.5 || fragment.z > 0.5) {
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bloomColor = fragment;
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} else {
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bloomColor = vec4(0.3, 0.5, 0.8, 1.0);
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}*/
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//sceneColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//sceneColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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//sceneColor = texel * Input.DiffuseColor * Color;
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//sceneColor += vec4(currentTile/3600.f, 0, 0, 1);
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//Tiled Debug Code
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/*
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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fragmentColor += vec4(0.5, 0, 0, 0);
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sceneColor += vec4(0.5, 0, 0, 0);
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} else {
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fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
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sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
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}
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*/
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}
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@@ -0,0 +1,66 @@
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#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
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{
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m_Renderer = renderer;
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m_LightCullingPass = lightCullingPass;
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InitializeTextures();
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InitializeShaderPrograms();
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}
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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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void DrawFinalPass::InitializeShaderPrograms()
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{
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m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ForwardPlusProgram->Compile();
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m_ForwardPlusProgram->Link();
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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DrawFinalPassState state;
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m_ForwardPlusProgram->Bind();
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GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
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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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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(modelJob) {
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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if(modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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}
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GLERROR("DrawFinalPass::Draw: END");
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}
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@@ -6,6 +6,7 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
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m_LightCullingPass = lightCullingPass;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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}
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void DrawFinalPass::InitializeTextures()
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@@ -13,6 +14,21 @@ void DrawFinalPass::InitializeTextures()
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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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->Resolution().Width, m_Renderer->Resolution().Height);
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GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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m_BloomFrameBuffer.Generate();
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}
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void DrawFinalPass::InitializeShaderPrograms()
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{
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m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
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@@ -26,6 +42,8 @@ void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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m_BloomFrameBuffer.Bind(); //in i state
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DrawFinalPassState state;
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m_ForwardPlusProgram->Bind();
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GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
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@@ -64,3 +82,15 @@ void DrawFinalPass::Draw(RenderScene& scene)
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GLERROR("DrawFinalPass::Draw: END");
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}
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void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
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}
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@@ -3,7 +3,7 @@
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DrawFinalPassState::DrawFinalPassState()
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{
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BindFramebuffer(0);
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//BindFramebuffer(0);
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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@@ -0,0 +1,36 @@
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#include "Rendering/DrawScreenQuadPass.h"
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DrawScreenQuadPass::DrawScreenQuadPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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InitializeShaderPrograms();
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}
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void DrawScreenQuadPass::InitializeShaderPrograms()
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{
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m_DrawQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
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m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawQuadProgram->Compile();
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m_DrawQuadProgram->Link();
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}
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void DrawScreenQuadPass::Draw(GLuint texture)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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DrawScreenQuadPassState state = DrawScreenQuadPassState();
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m_DrawQuadProgram->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].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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}
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@@ -0,0 +1,20 @@
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#include "Rendering/DrawScreenQuadPassState.h"
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DrawScreenQuadPassState::DrawScreenQuadPassState()
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{
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GLERROR("---");
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BindFramebuffer(0);
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GLERROR("---");
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Disable(GL_DEPTH_TEST);
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Disable(GL_CULL_FACE);
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Disable(GL_BLEND);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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// ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
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Clear(GL_COLOR_BUFFER_BIT);
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}
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DrawScreenQuadPassState::~DrawScreenQuadPassState()
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{
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}
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@@ -55,8 +55,9 @@ void FrameBuffer::Generate()
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
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(*it)->m_Attachment != GL_COLOR_ATTACHMENT1 ||
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(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
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(*it)->m_Attachment != GL_STENCIL_ATTACHMENT)
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(*it)->m_Attachment != GL_STENCIL_ATTACHMENT) //TODO: Viktor: Fixa detta
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{
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LOG_ERROR("RenderBuffer Attachment not valid.");
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}
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@@ -46,15 +46,12 @@ void PickingPass::InitializeShaderPrograms()
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void PickingPass::Draw(RenderScene& scene)
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{
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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m_Camera = scene.Camera;
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for (auto &job : scene.ForwardJobs) {
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@@ -95,11 +92,9 @@ void PickingPass::Draw(RenderScene& scene)
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}
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}
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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delete state;
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}
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@@ -69,12 +69,6 @@ void Renderer::InitializeWindow()
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void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
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m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
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||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram->Compile();
|
||||
m_DrawScreenQuadProgram->Link();
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -105,6 +99,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_SceneTexture);
|
||||
//m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_BloomTexture);
|
||||
//m_DrawScenePass->Draw(rq);
|
||||
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
@@ -119,27 +115,6 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
return m_PickingPass->Pick(screenCoord);
|
||||
}
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_DrawScreenQuadProgram->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textureToDraw);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
}
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
@@ -171,4 +146,5 @@ void Renderer::InitializeRenderPasses()
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
}
|
||||
Reference in New Issue
Block a user