#include "Rendering/DrawFinalPass.h" DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass) { m_Renderer = renderer; m_LightCullingPass = lightCullingPass; InitializeTextures(); InitializeShaderPrograms(); } void DrawFinalPass::InitializeTextures() { m_WhiteTexture = ResourceManager::Load("Textures/Core/Blank.png"); } void DrawFinalPass::InitializeShaderPrograms() { m_ForwardPlusProgram = ResourceManager::Load("#ForwardPlusProgram"); m_ForwardPlusProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl"))); m_ForwardPlusProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlus.frag.glsl"))); m_ForwardPlusProgram->Compile(); m_ForwardPlusProgram->Link(); } void DrawFinalPass::Draw(RenderScene& scene) { GLERROR("DrawFinalPass::Draw: Pre"); DrawFinalPassState state; m_ForwardPlusProgram->Bind(); GLuint shaderHandle = m_ForwardPlusProgram->GetHandle(); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO()); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); //TODO: Render: Add code for more jobs than modeljobs. for (auto &job : scene.ForwardJobs) { auto modelJob = std::dynamic_pointer_cast(job); if(modelJob) { //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); if(modelJob->DiffuseTexture != nullptr) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture); } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); } glBindVertexArray(modelJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex); continue; } } GLERROR("DrawFinalPass::Draw: END"); }