#ifndef DrawFinalPass_h__ #define DrawFinalPass_h__ #include "IRenderer.h" #include "DrawFinalPassState.h" #include "LightCullingPass.h" #include "FrameBuffer.h" #include "ShaderProgram.h" #include "Util/UnorderedMapVec2.h" #include "Util/CommonFunctions.h" #include "Texture.h" class DrawFinalPass { public: DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass); ~DrawFinalPass() { } void InitializeTextures(); void InitializeFrameBuffers(); void InitializeShaderPrograms(); void Draw(RenderScene& scene); void ClearBuffer(); //Return the texture that is used in later stages to apply the bloom effect GLuint BloomTexture() const { return m_BloomTexture; } //Return the texture with diffuse and lighting of the scene. GLuint SceneTexture() const { return m_SceneTexture; } FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; } private: void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const; void DrawModelRenderQueues(std::list>& job, RenderScene& scene); void DrawSprites(std::list>&jobs, RenderScene& scene); void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene); void BindModelUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene); void BindExplosionTextures(std::shared_ptr& job); void BindModelTextures(std::shared_ptr& job); Texture* m_WhiteTexture; Texture* m_BlackTexture; Texture* m_NeutralNormalTexture; Texture* m_GreyTexture; Texture* m_ErrorTexture; FrameBuffer m_FinalPassFrameBuffer; GLuint m_BloomTexture; GLuint m_SceneTexture; GLuint m_DepthBuffer; const IRenderer* m_Renderer; const LightCullingPass* m_LightCullingPass; ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_SpriteProgram; }; #endif