Some more optimization and fixed sorting of render job objects in RenderSystem
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@@ -62,6 +62,8 @@ void PickingPass::Draw(RenderScene& scene)
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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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GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
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GLuint lastShader = 0;
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unsigned int lastModel = 0;
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m_PickingProgram->Bind();
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if (scene.ClearDepth) {
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//glClear(GL_DEPTH_BUFFER_BIT);
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@@ -98,8 +100,11 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(100, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
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m_PickingSkinnedProgram->Bind();
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lastShader = m_PickingSkinnedProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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std::vector<glm::mat4> frameBones;
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@@ -112,13 +117,19 @@ void PickingPass::Draw(RenderScene& scene)
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(100, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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if (lastShader != m_PickingProgram->GetHandle()) {
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m_PickingProgram->Bind();
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lastShader = m_PickingProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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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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if (lastModel != modelJob->ModelID) {
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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lastModel = modelJob->ModelID;
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}
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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}
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}
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@@ -204,10 +215,11 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
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m_PickingSkinnedProgram->Bind();
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lastShader = m_PickingSkinnedProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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std::vector<glm::mat4> frameBones;
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@@ -220,19 +232,24 @@ void PickingPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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if (lastShader != m_PickingProgram->GetHandle()) {
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m_PickingProgram->Bind();
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lastShader = m_PickingProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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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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if (lastModel != modelJob->ModelID) {
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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lastModel = modelJob->ModelID;
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}
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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}
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}
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m_PickingProgram->Bind();
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for (auto& job : scene.Jobs.SpriteJob) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (!spriteJob->Pickable) {
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@@ -267,14 +284,11 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(spriteJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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glBindVertexArray(spriteJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int)));
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}
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}
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