WIP
DrawScreenQuad implemented and working. Started work on HDR coloring.
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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")));
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -105,6 +99,8 @@ void Renderer::Draw(RenderFrame& frame)
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m_LightCullingPass->FillLightList(*scene);
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m_LightCullingPass->CullLights(*scene);
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m_DrawFinalPass->Draw(*scene);
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_SceneTexture);
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//m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_BloomTexture);
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//m_DrawScenePass->Draw(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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@@ -119,27 +115,6 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
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return m_PickingPass->Pick(screenCoord);
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}
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_DrawScreenQuadProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureToDraw);
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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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void Renderer::InitializeTextures()
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{
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m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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@@ -171,4 +146,5 @@ void Renderer::InitializeRenderPasses()
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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}
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