303 lines
12 KiB
C++
303 lines
12 KiB
C++
#include "Rendering/BlurHUD.h"
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BlurHUD::BlurHUD(IRenderer* renderer)
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: m_Renderer(renderer)
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{
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InitializeShaderPrograms();
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InitializeBuffers();
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InitializeTextures();
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}
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void BlurHUD::InitializeTextures()
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{
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m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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}
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void BlurHUD::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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if (m_GaussianProgram_horiz->GetHandle() == 0) {
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_horiz->Link();
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}
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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if (m_GaussianProgram_vert->GetHandle() == 0) {
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_vert->Link();
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}
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m_FillDepthStencilProgram = ResourceManager::Load<ShaderProgram>("#FillDepthStencilProgram");
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if (m_FillDepthStencilProgram->GetHandle() == 0) {
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m_FillDepthStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthStencilProgram->Compile();
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m_FillDepthStencilProgram->Link();
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}
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m_CombineTexturesProgram = ResourceManager::Load<ShaderProgram>("#CombineTexturesProgram");
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if (m_CombineTexturesProgram->GetHandle() == 0) {
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m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineTexture.vert.glsl")));
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m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineTexture.frag.glsl")));
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m_CombineTexturesProgram->Compile();
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m_CombineTexturesProgram->BindFragDataLocation(0, "sceneColor");
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m_CombineTexturesProgram->BindFragDataLocation(1, "bloomColor");
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m_CombineTexturesProgram->Link();
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}
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GLERROR("Creating DepthFill program");
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}
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void BlurHUD::InitializeBuffers()
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{
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glm::vec2 res = glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glm::vec2 res2 = glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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CommonFunctions::GenerateTexture(&m_DepthStencil_horiz, GL_CLAMP_TO_BORDER, GL_NEAREST,
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res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_NEAREST,
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res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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//CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
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// res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
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res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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CommonFunctions::GenerateTexture(&m_CombinedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
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res, GL_RGB16F, GL_RGB, GL_FLOAT);
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if (m_CombinedTextureBuffer.GetHandle() == 0) {
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m_CombinedTextureBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_CombinedTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_CombinedTextureBuffer.Generate();
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}
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void BlurHUD::ClearBuffer()
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{
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GLERROR("PRE");
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearStencil(0x00);
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glStencilMask(~0);
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearStencil(0x00);
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glStencilMask(~0);
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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m_CombinedTextureBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_CombinedTextureBuffer.Unbind();
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GLERROR("END");
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}
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//Returns the finished blurred texture
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GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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bool shouldRun = false;
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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) {
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continue;
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}
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if (!spriteJob->BlurBackground) {
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continue;
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}
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shouldRun = true;
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break;
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}
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if(!shouldRun) {
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return m_BlackTexture->m_Texture;
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}
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FillStencil(scene);
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RenderState state;
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state.Disable(GL_BLEND);
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state.Disable(GL_DEPTH_TEST);
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state.Disable(GL_CULL_FACE);
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state.Enable(GL_STENCIL_TEST);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilFunc(GL_EQUAL, 1, 0xFF);
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state.StencilMask(0x00);
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state.DepthMask(GL_FALSE);
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state.Enable(GL_SCISSOR_TEST);
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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m_GaussianProgram_vert->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
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m_GaussianProgram_horiz->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_Iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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}
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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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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return m_GaussianTexture_vert;
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}
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void BlurHUD::OnWindowResize()
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{
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InitializeBuffers();
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}
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void BlurHUD::FillStencil(RenderScene& scene)
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{
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RenderState state;
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state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
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state.Enable(GL_DEPTH_TEST);
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state.Enable(GL_CULL_FACE);
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state.Enable(GL_STENCIL_TEST);
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state.StencilFunc(GL_ALWAYS, 1, 0xFF);
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state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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state.StencilMask(0xFF);
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state.AlphaFunc(GL_GEQUAL, 0.95f);
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state.Enable(GL_ALPHA_TEST);
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
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m_FillDepthStencilProgram->Bind();
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GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle();
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glm::mat4 VP = scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix();
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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) {
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continue;
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}
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if (!spriteJob->BlurBackground) {
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continue;
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}
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glm::mat4 MVP = VP * spriteJob->Matrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
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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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//state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
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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) {
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// continue;
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// }
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// if(!spriteJob->BlurBackground) {
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// continue;
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// }
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// glm::mat4 MVP = VP * spriteJob->Matrix;
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// glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
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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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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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}
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//Texture 1 will be used if texture 2 is black at that texel, else texture 2 is used.
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GLuint BlurHUD::CombineTextures(GLuint texture1, GLuint texture2)
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{
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//RenderState state;
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//state.BindFramebuffer(m_CombinedTextureBuffer.GetHandle());
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//state.Disable(GL_DEPTH_TEST);
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//state.Disable(GL_STENCIL_TEST);
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m_CombineTexturesProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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return m_CombinedTexture;
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}
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