1647 lines
93 KiB
C++
1647 lines
93 KiB
C++
#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
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: m_Renderer(renderer)
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, m_LightCullingPass(lightCullingPass)
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, m_CubeMapPass(cubeMapPass)
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, m_SSAOPass(ssaoPass)
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, m_ShadowPass(shadowPass)
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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_ShieldPixelRate = 8;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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}
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DrawFinalPass::~DrawFinalPass(){
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CommonFunctions::DeleteTexture(&m_BloomTexture);
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CommonFunctions::DeleteTexture(&m_SceneTexture);
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CommonFunctions::DeleteTexture(&m_DepthBuffer);
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CommonFunctions::DeleteTexture(&m_ShieldBuffer);
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CommonFunctions::DeleteTexture(&m_CubeMapTexture);
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}
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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
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m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
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m_NeutralNormalTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/NeutralNormalMap.png");
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m_GreyTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Grey.png");
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m_ErrorTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/ErrorTexture.png");
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}
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void DrawFinalPass::InitializeFrameBuffers()
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{
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CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), 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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CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), 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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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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m_FinalPassFrameBuffer.Generate();
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GLERROR("FBO generation");
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CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
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m_ShieldDepthFrameBuffer.Generate();
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}
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void DrawFinalPass::InitializeShaderPrograms()
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{
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m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ForwardPlusProgram->Compile();
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m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusProgram->Link();
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GLERROR("Creating forward+ program");
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m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ExplosionEffectProgram->Compile();
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m_ExplosionEffectProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectProgram->Link();
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GLERROR("Creating explosion program");
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m_SpriteProgram = ResourceManager::Load<ShaderProgram>("#SpriteProgram");
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Sprite.frag.glsl")));
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m_SpriteProgram->Compile();
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m_SpriteProgram->BindFragDataLocation(0, "sceneColor");
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m_SpriteProgram->BindFragDataLocation(1, "bloomColor");
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m_SpriteProgram->Link();
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GLERROR("Creating sprite program");
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m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ForwardPlusSplatMapProgram->Compile();
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m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSplatMapProgram->Link();
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GLERROR("Creating Forward SplatMap program");
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m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ExplosionEffectSplatMapProgram->Compile();
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m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectSplatMapProgram->Link();
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GLERROR("Creating explosion SplatMap program");
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m_ForwardPlusSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram");
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m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ForwardPlusSkinnedProgram->Compile();
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m_ForwardPlusSkinnedProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSkinnedProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSkinnedProgram->Link();
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GLERROR("Creating forward+ Skinned program");
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m_ExplosionEffectSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSkinnedProgram");
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m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ExplosionEffectSkinnedProgram->Compile();
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m_ExplosionEffectSkinnedProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSkinnedProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectSkinnedProgram->Link();
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GLERROR("Creating explosion Skinned program");
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m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
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m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ExplosionEffectSplatMapSkinnedProgram->Compile();
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m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectSplatMapSkinnedProgram->Link();
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GLERROR("Creating Forward SplatMap Skinned program");
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m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
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m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ForwardPlusSplatMapSkinnedProgram->Compile();
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m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSplatMapSkinnedProgram->Link();
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GLERROR("Creating Forward SplatMap Skinned program");
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m_FillDepthStencilBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
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m_FillDepthStencilBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthStencilBufferProgram->Compile();
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m_FillDepthStencilBufferProgram->Link();
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GLERROR("Creating DepthFill program");
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m_FillDepthStencilBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
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m_FillDepthStencilBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
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m_FillDepthStencilBufferSkinnedProgram->Compile();
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m_FillDepthStencilBufferSkinnedProgram->Link();
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GLERROR("Creating DepthFill program");
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m_ForwardPlusShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusShieldCheckProgram");
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m_ForwardPlusShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
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m_ForwardPlusShieldCheckProgram->Compile();
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m_ForwardPlusShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusShieldCheckProgram->Link();
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GLERROR("Creating forward+ program");
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m_ExplosionEffectShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectShieldCheckProgram");
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m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
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m_ExplosionEffectShieldCheckProgram->Compile();
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m_ExplosionEffectShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectShieldCheckProgram->Link();
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GLERROR("Creating explosion program");
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m_SpriteShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#SpriteShieldCheckProgram");
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m_SpriteShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
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m_SpriteShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SpriteShieldCheck.frag.glsl")));
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m_SpriteShieldCheckProgram->Compile();
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m_SpriteShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_SpriteShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_SpriteShieldCheckProgram->Link();
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GLERROR("Creating sprite program");
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m_ForwardPlusSplatMapShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapShieldCheckProgram");
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m_ForwardPlusSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
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m_ForwardPlusSplatMapShieldCheckProgram->Compile();
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m_ForwardPlusSplatMapShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSplatMapShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSplatMapShieldCheckProgram->Link();
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GLERROR("Creating Forward SplatMap program");
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m_ExplosionEffectSplatMapShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapShieldCheckProgram");
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m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectSplatMapShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
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m_ExplosionEffectSplatMapShieldCheckProgram->Compile();
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m_ExplosionEffectSplatMapShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSplatMapShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectSplatMapShieldCheckProgram->Link();
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GLERROR("Creating explosion SplatMap program");
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m_ForwardPlusSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedShieldCheckProgram");
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m_ForwardPlusSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ForwardPlusSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
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m_ForwardPlusSkinnedShieldCheckProgram->Compile();
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m_ForwardPlusSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSkinnedShieldCheckProgram->Link();
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GLERROR("Creating forward+ Skinned program");
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m_ExplosionEffectSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSkinnedShieldCheckProgram");
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m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusShieldCheck.frag.glsl")));
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m_ExplosionEffectSkinnedShieldCheckProgram->Compile();
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m_ExplosionEffectSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectSkinnedShieldCheckProgram->Link();
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GLERROR("Creating explosion Skinned program");
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedShieldCheckProgram");
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Compile();
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Link();
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GLERROR("Creating Forward SplatMap Skinned program");
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m_ForwardPlusSplatMapSkinnedShieldCheckProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedShieldCheckProgram");
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m_ForwardPlusSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ForwardPlusSplatMapSkinnedShieldCheckProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl")));
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m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Compile();
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m_ForwardPlusSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSplatMapSkinnedShieldCheckProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Link();
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GLERROR("Creating Forward SplatMap Skinned program");
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}
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void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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{
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GLERROR("Pre");
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DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
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//Draw shields to stencil
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DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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delete stateDethp;
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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if (scene.ClearDepth) {
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//glClear(GL_DEPTH_BUFFER_BIT);
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state->Disable(GL_DEPTH_TEST);
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state->DepthMask(GL_FALSE);
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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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//Fill depth buffer
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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_ALWAYS, 1, 0xFF);
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state->StencilMask(0xFF);
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state->DepthMask(GL_FALSE);
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//DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
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state->DepthMask(GL_TRUE);
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//Draw Opaque shielded objects
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state->Disable(GL_STENCIL_TEST);
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state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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state->StencilMask(0x00);
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DrawModelRenderQueuesWithShieldCheck(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
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GLERROR("Shielded Opaque object");
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//Draw Opaque objects
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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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//state->Disable(GL_STENCIL_TEST);
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//Draw Transparen Shielded objects
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
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GLERROR("Shielded Transparent objects");
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//Generate blur texture.
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delete state;
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if (scene.ShouldBlur) {
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//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
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m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
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}
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DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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if(scene.ShouldBlur) {
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//Combine nonblur and blur texture
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stateSprite->Disable(GL_DEPTH_TEST);
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stateSprite->Disable(GL_STENCIL_TEST);
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m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
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}
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->StencilFunc(GL_EQUAL, 1, 0xFF);
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//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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stateSprite->Enable(GL_DEPTH_TEST);
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//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
|
|
//stateSprite->Enable(GL_ALPHA_TEST);
|
|
DrawSprites(scene.Jobs.SpriteJob, scene);
|
|
GLERROR("SpriteJobs");
|
|
|
|
delete stateSprite;
|
|
GLERROR("END");
|
|
|
|
}
|
|
|
|
|
|
void DrawFinalPass::ClearBuffer()
|
|
{
|
|
GLERROR("PRE");
|
|
m_ShieldDepthFrameBuffer.Bind();
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
m_ShieldDepthFrameBuffer.Unbind();
|
|
m_FinalPassFrameBuffer.Bind();
|
|
GLERROR("Bind HighRes");
|
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
GLERROR("ViewPort,Scissor LowRes");
|
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
m_FinalPassFrameBuffer.Unbind();
|
|
GLERROR("END");
|
|
}
|
|
|
|
|
|
void DrawFinalPass::OnWindowResize()
|
|
{
|
|
//InitializeFrameBuffers();
|
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
|
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
|
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
|
m_FinalPassFrameBuffer.Generate();
|
|
|
|
GLERROR("Error changing texture resolutions");
|
|
}
|
|
|
|
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
|
{
|
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
|
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
|
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
|
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
|
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
|
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
|
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
|
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
|
GLuint lastShader = 0;
|
|
unsigned int lastModel = 0;
|
|
|
|
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());
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
|
|
|
glActiveTexture(GL_TEXTURE30);
|
|
if (m_ShadowPass->DepthMap() != NULL) {
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
|
|
}
|
|
|
|
for (auto &job : jobs) {
|
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
|
if (explosionEffectJob) {
|
|
switch (explosionEffectJob->Type) {
|
|
case RawModel::MaterialType::Basic:
|
|
case RawModel::MaterialType::SingleTextures:
|
|
{
|
|
if (explosionEffectJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
|
|
m_ExplosionEffectSkinnedProgram->Bind();
|
|
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSkinned program");
|
|
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSkinned Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->BlendTree != nullptr) {
|
|
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
|
|
m_ExplosionEffectProgram->Bind();
|
|
lastShader = m_ExplosionEffectProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffect program");
|
|
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffect Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
if (explosionEffectJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
|
|
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
|
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
|
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->BlendTree != nullptr) {
|
|
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
|
|
m_ExplosionEffectSplatMapProgram->Bind();
|
|
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSplatMap program");
|
|
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
//draw
|
|
if (lastModel != explosionEffectJob->ModelID) {
|
|
glBindVertexArray(explosionEffectJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
|
lastModel = explosionEffectJob->ModelID;
|
|
}
|
|
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
|
glEnable(GL_CULL_FACE);
|
|
GLERROR("explosion effect end");
|
|
} else {
|
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
|
if (modelJob) {
|
|
//bind forward program
|
|
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
|
switch (modelJob->Type) {
|
|
case RawModel::MaterialType::Basic:
|
|
case RawModel::MaterialType::SingleTextures:
|
|
{
|
|
if (modelJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
|
|
m_ForwardPlusSkinnedProgram->Bind();
|
|
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
|
|
GLERROR("Bind ForwardPlusSkinnedProgram program");
|
|
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSkinnedHandle, modelJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
}
|
|
else {
|
|
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
|
|
m_ForwardPlusProgram->Bind();
|
|
lastShader = m_ForwardPlusProgram->GetHandle();
|
|
GLERROR("Bind ForwardPlusProgram program");
|
|
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ForwardPlusProgram Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardHandle, modelJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
if (modelJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
|
|
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
|
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
|
GLERROR("Bind SkinnedSplatMapProgram program");
|
|
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind SkinnedSplatMapProgram Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
|
|
m_ForwardPlusSplatMapProgram->Bind();
|
|
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
|
|
GLERROR("Bind SplatMap program");
|
|
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind SplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatMapHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
//draw
|
|
if (lastModel != modelJob->ModelID) {
|
|
glBindVertexArray(modelJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
|
lastModel = modelJob->ModelID;
|
|
}
|
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
|
if (GLERROR("models end")) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
|
{
|
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
|
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
|
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
|
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
|
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
|
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
|
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
|
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
|
|
|
GLuint forwardShieldCheckHandle = m_ForwardPlusShieldCheckProgram->GetHandle();
|
|
GLuint explosionShieldCheckHandle = m_ExplosionEffectShieldCheckProgram->GetHandle();
|
|
GLuint explosionSplatMapShieldCheckHandle = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle();
|
|
GLuint forwardSplatShieldCheckHandle = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle();
|
|
GLuint forwardSkinnedShieldCheckHandle = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle();
|
|
GLuint explosionSkinnedShieldCheckHandle = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
|
|
GLuint explosionSplatMapSkinnedShieldCheckHandle = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
|
|
GLuint forwardSplatMapSkinnedShieldCheckHandle = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
|
|
GLuint lastShader = 0;
|
|
unsigned int lastModel = 0;
|
|
|
|
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());
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
|
|
|
glActiveTexture(GL_TEXTURE31);
|
|
glBindTexture(GL_TEXTURE_2D, m_ShieldBuffer);
|
|
|
|
for (auto &job : jobs) {
|
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
|
if (explosionEffectJob) {
|
|
if (explosionEffectJob->IsShielded) {
|
|
switch (explosionEffectJob->Type) {
|
|
case RawModel::MaterialType::Basic:
|
|
case RawModel::MaterialType::SingleTextures:
|
|
{
|
|
if (explosionEffectJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle()) {
|
|
m_ExplosionEffectSkinnedShieldCheckProgram->Bind();
|
|
lastShader = m_ExplosionEffectSkinnedShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSkinned program");
|
|
glUniform1i(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSkinned Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSkinnedShieldCheckHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSkinnedShieldCheckHandle, explosionEffectJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->BlendTree != nullptr) {
|
|
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ExplosionEffectShieldCheckProgram->GetHandle()) {
|
|
m_ExplosionEffectShieldCheckProgram->Bind();
|
|
lastShader = m_ExplosionEffectShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffect program");
|
|
glUniform1i(glGetUniformLocation(explosionShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffect Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionShieldCheckHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionShieldCheckHandle, explosionEffectJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(explosionShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
if (explosionEffectJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle()) {
|
|
m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->Bind();
|
|
lastShader = m_ExplosionEffectSplatMapSkinnedShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
|
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSplatMapSkinned Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->BlendTree != nullptr) {
|
|
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle()) {
|
|
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
|
|
lastShader = m_ExplosionEffectSplatMapShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSplatMap program");
|
|
glUniform1i(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSplatMapShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapShieldCheckHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapShieldCheckHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
switch (explosionEffectJob->Type) {
|
|
case RawModel::MaterialType::Basic:
|
|
case RawModel::MaterialType::SingleTextures:
|
|
{
|
|
if (explosionEffectJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ExplosionEffectSkinnedProgram->GetHandle()) {
|
|
m_ExplosionEffectSkinnedProgram->Bind();
|
|
lastShader = m_ExplosionEffectSkinnedProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSkinned program");
|
|
glUniform1i(glGetUniformLocation(explosionSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSkinned Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->BlendTree != nullptr) {
|
|
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
}
|
|
else {
|
|
if (lastShader != m_ExplosionEffectProgram->GetHandle()) {
|
|
m_ExplosionEffectProgram->Bind();
|
|
lastShader = m_ExplosionEffectProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffect program");
|
|
glUniform1i(glGetUniformLocation(explosionHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffect Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
if (explosionEffectJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ExplosionEffectSplatMapSkinnedProgram->GetHandle()) {
|
|
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
|
lastShader = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSkinnedSplatMap program");
|
|
glUniform1i(glGetUniformLocation(explosionSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSkinnedSplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->BlendTree != nullptr) {
|
|
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ExplosionEffectSplatMapProgram->GetHandle()) {
|
|
m_ExplosionEffectSplatMapProgram->Bind();
|
|
lastShader = m_ExplosionEffectSplatMapProgram->GetHandle();
|
|
GLERROR("Bind ExplosionEffectSplatMap program");
|
|
glUniform1i(glGetUniformLocation(explosionSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(explosionSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(explosionSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ExplosionEffectSplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
//draw
|
|
if (lastModel != explosionEffectJob->ModelID) {
|
|
glBindVertexArray(explosionEffectJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
|
lastModel = explosionEffectJob->ModelID;
|
|
}
|
|
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
|
glEnable(GL_CULL_FACE);
|
|
GLERROR("explosion effect end");
|
|
} else {
|
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
|
if (modelJob) {
|
|
//bind forward program
|
|
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
|
if (modelJob->IsShielded) {
|
|
switch (modelJob->Type) {
|
|
case RawModel::MaterialType::Basic:
|
|
case RawModel::MaterialType::SingleTextures:
|
|
{
|
|
if (modelJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ForwardPlusSkinnedShieldCheckProgram->GetHandle()) {
|
|
m_ForwardPlusSkinnedShieldCheckProgram->Bind();
|
|
lastShader = m_ForwardPlusSkinnedShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind ForwardPlusSkinnedProgram program");
|
|
glUniform1i(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSkinnedShieldCheckHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSkinnedShieldCheckHandle, modelJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ForwardPlusShieldCheckProgram->GetHandle()) {
|
|
m_ForwardPlusShieldCheckProgram->Bind();
|
|
lastShader = m_ForwardPlusShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind ForwardPlusProgram program");
|
|
glUniform1i(glGetUniformLocation(forwardShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ForwardPlusProgram Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardShieldCheckHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardShieldCheckHandle, modelJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(forwardShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
if (modelJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle()) {
|
|
m_ForwardPlusSplatMapSkinnedShieldCheckProgram->Bind();
|
|
lastShader = m_ForwardPlusSplatMapSkinnedShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind ForwardPlusProgramSplatMapSkinned program");
|
|
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ForwardPlusProgramSplatMapSkinned Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatMapSkinnedShieldCheckHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
}
|
|
else {
|
|
if (lastShader != m_ForwardPlusSplatMapShieldCheckProgram->GetHandle()) {
|
|
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
|
|
lastShader = m_ForwardPlusSplatMapShieldCheckProgram->GetHandle();
|
|
GLERROR("Bind SplatMap program");
|
|
glUniform1i(glGetUniformLocation(forwardSplatShieldCheckHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSplatShieldCheckHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSplatShieldCheckHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind SplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatShieldCheckHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatShieldCheckHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
switch (modelJob->Type) {
|
|
case RawModel::MaterialType::Basic:
|
|
case RawModel::MaterialType::SingleTextures:
|
|
{
|
|
if (modelJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ForwardPlusSkinnedProgram->GetHandle()) {
|
|
m_ForwardPlusSkinnedProgram->Bind();
|
|
lastShader = m_ForwardPlusSkinnedProgram->GetHandle();
|
|
GLERROR("Bind ForwardPlusSkinnedProgram program");
|
|
glUniform1i(glGetUniformLocation(forwardSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ForwardPlusSkinnedProgram Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSkinnedHandle, modelJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
}
|
|
else {
|
|
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
|
|
m_ForwardPlusProgram->Bind();
|
|
lastShader = m_ForwardPlusProgram->GetHandle();
|
|
GLERROR("Bind ForwardPlusProgram program");
|
|
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind ForwardPlusProgram Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardHandle, modelJob);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
|
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
if (modelJob->Model->IsSkinned()) {
|
|
if (lastShader != m_ForwardPlusSplatMapSkinnedProgram->GetHandle()) {
|
|
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
|
lastShader = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
|
GLERROR("Bind SplatMap program");
|
|
glUniform1i(glGetUniformLocation(forwardSplatMapSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSplatMapSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind SplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
}
|
|
else {
|
|
if (lastShader != m_ForwardPlusSplatMapProgram->GetHandle()) {
|
|
m_ForwardPlusSplatMapProgram->Bind();
|
|
lastShader = m_ForwardPlusSplatMapProgram->GetHandle();
|
|
GLERROR("Bind SplatMap program");
|
|
glUniform1i(glGetUniformLocation(forwardSplatMapHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(forwardSplatMapHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(forwardSplatMapHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind SplatMap Uniforms");
|
|
}
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatMapHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatMapHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//draw
|
|
if (lastModel != modelJob->ModelID) {
|
|
glBindVertexArray(modelJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
|
lastModel = modelJob->ModelID;
|
|
}
|
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
|
if (GLERROR("models end")) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
|
{
|
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
|
GLERROR("forwardHandle");
|
|
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
|
GLERROR("explosionHandle");
|
|
|
|
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());
|
|
|
|
for (auto &job : jobs) {
|
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
|
if (explosionEffectJob) {
|
|
//Bind program
|
|
if (GLERROR("Prebind")) {
|
|
continue;
|
|
}
|
|
m_ExplosionEffectProgram->Bind();
|
|
if (GLERROR("BindProgram")) {
|
|
continue;
|
|
}
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
//Bind uniforms
|
|
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
|
if (GLERROR("BindExplosionUniforms")) {
|
|
continue;
|
|
}
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->BlendTree != nullptr) {
|
|
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
if (GLERROR("Animation")) {
|
|
continue;
|
|
}
|
|
|
|
//bind textures
|
|
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
|
if (GLERROR("BindExplosionTextures")) {
|
|
continue;
|
|
}
|
|
//draw
|
|
glBindVertexArray(explosionEffectJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
|
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
|
glEnable(GL_CULL_FACE);
|
|
if (GLERROR("explosion effect end")) {
|
|
continue;
|
|
}
|
|
|
|
} else {
|
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
|
if (modelJob) {
|
|
//bind forward program
|
|
m_ForwardPlusProgram->Bind();
|
|
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
|
|
//bind uniforms
|
|
BindModelUniforms(forwardHandle, modelJob, scene);
|
|
|
|
//bind textures
|
|
BindModelTextures(forwardHandle ,modelJob);
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
|
|
//draw
|
|
glBindVertexArray(modelJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
|
if (GLERROR("models end")) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
|
{
|
|
GLuint shaderSkinnedHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
|
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
|
|
GLuint lastShader = 0;
|
|
for (auto &job : jobs) {
|
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
|
|
|
if(modelJob->Model->IsSkinned()) {
|
|
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
|
|
m_FillDepthStencilBufferSkinnedProgram->Bind();
|
|
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
|
|
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind Uniforms 1");
|
|
}
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
|
GLERROR("Bind PVM uniform");
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->BlendTree != nullptr) {
|
|
frameBones = modelJob->BlendTree->GetFinalPose();
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetTPose();
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
} else {
|
|
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
|
|
m_FillDepthStencilBufferProgram->Bind();
|
|
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
|
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->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind Uniforms 2");
|
|
}
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
|
GLERROR("Bind PVM uniform");
|
|
}
|
|
|
|
|
|
//draw
|
|
glBindVertexArray(modelJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
|
if (GLERROR("models end")) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene)
|
|
{
|
|
m_SpriteProgram->Bind();
|
|
|
|
GLuint shaderHandle = m_SpriteProgram->GetHandle();
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
RenderState* jobState = new RenderState();
|
|
|
|
|
|
for(auto& job : jobs) {
|
|
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
|
|
|
if (spriteJob) {
|
|
if(spriteJob->Depth == 0) {
|
|
jobState->Disable(GL_DEPTH_TEST);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
if (spriteJob->DiffuseTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
|
if (spriteJob->Linear) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
} else {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
if (spriteJob->IncandescenceTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
|
}
|
|
|
|
|
|
glBindVertexArray(spriteJob->Model->VAO);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
|
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
|
}
|
|
}
|
|
delete jobState;
|
|
// m_SpriteProgram->Unbind();
|
|
}
|
|
|
|
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
|
{
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
|
GLERROR("Bind 2 uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
|
|
GLERROR("Bind PVM uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
|
|
GLERROR("Bind VM uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
|
|
GLERROR("Bind TIM uniform");
|
|
|
|
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
|
GLERROR("Bind 6 uniform");
|
|
if (job->Reverse == false) {
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
|
}
|
|
else {
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
|
|
}
|
|
GLERROR("Bind 7 uniform");
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
|
GLERROR("Bind 8 uniform");
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
|
|
GLERROR("Bind 9 uniform");
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
|
|
GLERROR("Bind 10 uniform");
|
|
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
|
|
GLERROR("Bind 11 uniform");
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
|
|
GLERROR("Bind 12 uniform");
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
|
|
GLERROR("Bind 13 uniform");
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
|
|
GLERROR("Bind 14 uniform");
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
|
GLERROR("Bind 15 uniform");
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
|
|
GLERROR("Bind 15-2 uniform");
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
|
|
GLERROR("Bind 15-3 uniform");
|
|
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
|
GLERROR("Bind 16 uniform");
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
|
GLERROR("Bind 17 uniform");
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
|
GLERROR("Bind 18 uniform");
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
|
GLERROR("Bind 19 uniform");
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
|
|
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
|
|
GLERROR("END");
|
|
}
|
|
|
|
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
|
{
|
|
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
|
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
|
GLERROR("Bind 2 uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
|
|
GLERROR("Bind PVM uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
|
|
GLERROR("Bind VM uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
|
|
GLERROR("Bind TIM uniform");
|
|
|
|
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
|
|
glUniform1f(Location_FillPercentage, job->FillPercentage);
|
|
GLERROR("Bind 6 uniform");
|
|
GLint Location_DiffuseColor = glGetUniformLocation(shaderHandle, "DiffuseColor");
|
|
glUniform4fv(Location_DiffuseColor, 1, glm::value_ptr(job->DiffuseColor));
|
|
GLERROR("Bind 7 uniform");
|
|
GLint Location_FillColor = glGetUniformLocation(shaderHandle, "FillColor");
|
|
glUniform4fv(Location_FillColor, 1, glm::value_ptr(job->FillColor));
|
|
GLERROR("Bind 8 uniform");
|
|
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
|
|
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
|
|
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
|
|
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
|
|
glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
|
|
|
|
GLERROR("END");
|
|
}
|
|
|
|
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
|
|
{
|
|
|
|
|
|
switch (job->Type) {
|
|
case RawModel::MaterialType::SingleTextures:
|
|
case RawModel::MaterialType::Basic:
|
|
{
|
|
glActiveTexture(GL_TEXTURE1);
|
|
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE3);
|
|
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE4);
|
|
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
|
|
|
int texturePosition = GL_TEXTURE1;
|
|
|
|
//Bind 5 diffuse textures
|
|
std::string UniformName = "DiffuseUVRepeat";
|
|
for (unsigned int i = 0; i < 5; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
|
|
//Bind 5 Normal textures
|
|
UniformName = "NormalUVRepeat";
|
|
for (unsigned int i = 0; i < 5; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
|
|
//Bind 5 Specular textures
|
|
UniformName = "SpecularUVRepeat";
|
|
for (unsigned int i = 0; i < 5; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
|
|
//Bind 5 Incandescence textures
|
|
UniformName = "GlowUVRepeat";
|
|
for (unsigned int i = 0; i < 5; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job)
|
|
{
|
|
switch (job->Type) {
|
|
case RawModel::MaterialType::SingleTextures:
|
|
case RawModel::MaterialType::Basic:
|
|
{
|
|
glActiveTexture(GL_TEXTURE1);
|
|
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE3);
|
|
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE4);
|
|
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
|
}
|
|
else {
|
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
|
|
|
int texturePosition = GL_TEXTURE2;
|
|
|
|
//Bind 5 diffuse textures
|
|
std::string UniformName = "DiffuseUVRepeat";
|
|
for (unsigned int i = 0; i < 3; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
|
|
//Bind 5 Normal textures
|
|
UniformName = "NormalUVRepeat";
|
|
for (unsigned int i = 0; i < 3; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
|
|
//Bind 5 Specular textures
|
|
UniformName = "SpecularUVRepeat";
|
|
for (unsigned int i = 0; i < 3; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
|
|
//Bind 5 Incandescence textures
|
|
UniformName = "GlowUVRepeat";
|
|
for (unsigned int i = 0; i < 3; i++) {
|
|
glActiveTexture(texturePosition);
|
|
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
|
}
|
|
texturePosition++;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|