Defender shield should now be working
This commit is contained in:
@@ -17,7 +17,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
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private:
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const IRenderer* m_Renderer;
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@@ -38,6 +38,7 @@ private:
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -57,6 +58,10 @@ private:
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GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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@@ -64,6 +69,7 @@ private:
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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};
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#endif
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@@ -2,6 +2,8 @@
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layout (binding = 0) uniform sampler2D SceneTexture;
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layout (binding = 1) uniform sampler2D BloomTexture;
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layout (binding = 2) uniform sampler2D SceneTextureLowRes;
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layout (binding = 3) uniform sampler2D BloomTextureLowRes;
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uniform float Exposure;
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uniform float Gamma;
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@@ -15,10 +17,19 @@ void main()
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{
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vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
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vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
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hdrColor += bloomColor;
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hdrColorLowRes;
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float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
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//Toon mapping thingy
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vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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vec3 result;
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if(hdrColorsum > 0.0) {
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result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
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} else {
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result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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}
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//gamme correction
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result = pow(result, vec3(1.0 / Gamma));
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@@ -0,0 +1,11 @@
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#version 430
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in VertexData{
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vec3 Position;
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}Input;
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void main()
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{
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}
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@@ -0,0 +1,21 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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gl_Position = P * V * M * vec4(Position, 1.0);
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Output.Position = Position;
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}
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@@ -9,7 +9,7 @@ out vec4 fragmentColor;
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void main()
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{
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fragmentColor = vec4(0.5, 0.5, 0.5, 0.2);
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fragmentColor = vec4(0.5, 0.0, 0.0, 0.0);
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}
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@@ -6,8 +6,6 @@ DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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//m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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}
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@@ -20,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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m_ColorCorrectionProgram->Link();
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}
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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@@ -35,6 +33,10 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLf
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glBindTexture(GL_TEXTURE_2D, sceneTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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@@ -2,8 +2,10 @@
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
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{
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//TODO: Make sure that uniforms are not sent into shader if not needed.
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m_Renderer = renderer;
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m_LightCullingPass = lightCullingPass;
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m_ShieldPixelRate = 8;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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@@ -37,13 +39,18 @@ void DrawFinalPass::InitializeFrameBuffers()
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m_FinalPassFrameBuffer.Generate();
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GLERROR("FBO generation");
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GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/16, m_Renderer->GetViewportSize().Height/16), GL_RGB16F, GL_RGB, GL_FLOAT);
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glGenRenderbuffers(1, &m_DepthBufferLowRes);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
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GLERROR("RenderBufferLowRes generation");
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GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/16, m_Renderer->GetViewportSize().Height/16), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTextureLowRes, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTextureLowRes, GL_COLOR_ATTACHMENT1)));
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@@ -79,6 +86,12 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ShieldToStencilProgram->Link();
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GLERROR("Creating Shield program");
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m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferProgram->Compile();
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m_FillDepthBufferProgram->Link();
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GLERROR("Creating DepthFill program");
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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@@ -122,36 +135,59 @@ void DrawFinalPass::Draw(RenderScene& scene)
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DrawFinalPassState* stateLowRes = new DrawFinalPassState(m_FinalPassFrameBufferLowRes.GetHandle());
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//Draw the lowres texture that will be shown behind the shield.
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if (scene.ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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//TODO: Do we need check for this or will it be per scene always?
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//glClearStencil(0x00);
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//glClear(GL_STENCIL_BUFFER_BIT);
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state->Enable(GL_SCISSOR_TEST);
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state->Enable(GL_DEPTH_TEST);
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//TODO: Viewports and scissor should be in state
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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//state->StencilMask(0x00);
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//state->StencilFunc(GL_ALWAYS, 1, 0xFF);
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state->Disable(GL_STENCIL_TEST);
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state->Disable(GL_DEPTH_TEST);
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glClearStencil(0x00);
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glClear(GL_STENCIL_BUFFER_BIT);
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//TODO: This should not be here...
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state->StencilFunc(GL_ALWAYS, 1, 0xFF);
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state->StencilMask(0x00);
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DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene);
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DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
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//Draw shields to stencil pass
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state->StencilFunc(GL_ALWAYS, 1, 0xFF);
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state->StencilMask(0xFF);
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state->Enable(GL_DEPTH_TEST);
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DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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glClear(GL_DEPTH_BUFFER_BIT);
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state->Enable(GL_DEPTH_TEST);
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state->StencilFunc(GL_LEQUAL, 1, 0xFF);
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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delete stateLowRes;
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}
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void DrawFinalPass::ClearBuffer()
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{
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m_FinalPassFrameBufferLowRes.Bind();
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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m_FinalPassFrameBufferLowRes.Unbind();
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m_FinalPassFrameBuffer.Bind();
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_FinalPassFrameBuffer.Unbind();
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m_FinalPassFrameBufferLowRes.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_FinalPassFrameBufferLowRes.Unbind();
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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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@@ -385,6 +421,39 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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}
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}
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void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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m_FillDepthBufferProgram->Bind();
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GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
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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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for (auto &job : jobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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//bind uniforms
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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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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if (GLERROR("models end")) {
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continue;
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}
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}
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}
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void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
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{
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
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@@ -120,7 +120,7 @@ void Renderer::Draw(RenderFrame& frame)
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}
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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if (m_DebugTextureToDraw == 0) {
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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}
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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