WIP
DrawScreenQuad implemented and working. Started work on HDR coloring.
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@@ -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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