564 lines
27 KiB
C++
564 lines
27 KiB
C++
#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
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{
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//TODO: Make sure that uniforms are not sent into shader if not needed.
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m_Renderer = renderer;
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m_LightCullingPass = lightCullingPass;
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m_ShieldPixelRate = 8;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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}
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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
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m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
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}
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void DrawFinalPass::InitializeFrameBuffers()
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("RenderBuffer generation");
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GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_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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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&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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glGenRenderbuffers(1, &m_DepthBufferLowRes);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
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GLERROR("RenderBufferLowRes generation");
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GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBufferLowRes, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTextureLowRes, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBufferLowRes.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTextureLowRes, GL_COLOR_ATTACHMENT1)));
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m_FinalPassFrameBufferLowRes.Generate();
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GLERROR("FBO2 generation");
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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_ShieldToStencilProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgram");
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m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencil.vert.glsl")));
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m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
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m_ShieldToStencilProgram->Compile();
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m_ShieldToStencilProgram->Link();
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GLERROR("Creating Shield program");
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m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
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m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferProgram->Compile();
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m_FillDepthBufferProgram->Link();
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GLERROR("Creating DepthFill program");
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("Pre");
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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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}
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//TODO: Do we need check for this or will it be per scene always?
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glClearStencil(0x00);
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glClear(GL_STENCIL_BUFFER_BIT);
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
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//Draw shields to stencil pass
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state->StencilFunc(GL_ALWAYS, 1, 0xFF);
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state->StencilMask(0xFF);
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DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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//Draw Opaque shielded objects
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state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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state->StencilMask(0x00);
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DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
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GLERROR("Shielded Opaque object");
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//Draw Transparen Shielded objects
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DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
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GLERROR("Shielded Transparent objects");
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GLERROR("END");
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delete state;
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DrawFinalPassState* stateLowRes = new DrawFinalPassState(m_FinalPassFrameBufferLowRes.GetHandle());
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//Draw the lowres texture that will be shown behind the shield.
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state->Enable(GL_SCISSOR_TEST);
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state->Enable(GL_DEPTH_TEST);
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//TODO: Viewports and scissor should be in state
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glClearStencil(0x00);
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glClear(GL_STENCIL_BUFFER_BIT);
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//TODO: This should not be here...
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state->StencilFunc(GL_ALWAYS, 1, 0xFF);
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state->StencilMask(0x00);
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DrawToDepthBuffer(scene.Jobs.OpaqueObjects, scene);
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DrawToDepthBuffer(scene.Jobs.TransparentObjects, scene);
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//Draw shields to stencil pass
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state->StencilFunc(GL_ALWAYS, 1, 0xFF);
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state->StencilMask(0xFF);
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state->Enable(GL_DEPTH_TEST);
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DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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glClear(GL_DEPTH_BUFFER_BIT);
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state->Enable(GL_DEPTH_TEST);
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state->StencilFunc(GL_LEQUAL, 1, 0xFF);
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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delete stateLowRes;
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}
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void DrawFinalPass::ClearBuffer()
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{
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m_FinalPassFrameBufferLowRes.Bind();
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glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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m_FinalPassFrameBufferLowRes.Unbind();
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m_FinalPassFrameBuffer.Bind();
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_FinalPassFrameBuffer.Unbind();
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}
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void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
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}
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void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
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{
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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GLERROR("MipMap Texture initialization failed");
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}
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLERROR("forwardHandle");
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLERROR("explosionHandle");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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for(auto &job : jobs)
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{
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if(explosionEffectJob) {
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//Bind program
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if(GLERROR("Prebind")) {
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continue;
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}
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m_ExplosionEffectProgram->Bind();
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if(GLERROR("BindProgram")) {
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continue;
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}
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glDisable(GL_CULL_FACE);
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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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if(GLERROR("BindExplosionUniforms")) {
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continue;
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}
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (explosionEffectJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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if(GLERROR("Animation")) {
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continue;
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}
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//bind textures
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BindExplosionTextures(explosionEffectJob);
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if(GLERROR("BindExplosionTextures")) {
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continue;
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}
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//draw
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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
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glEnable(GL_CULL_FACE);
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if(GLERROR("explosion effect end")) {
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continue;
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}
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//bind forward program
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m_ForwardPlusProgram->Bind();
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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//bind uniforms
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BindModelUniforms(forwardHandle, modelJob, scene);
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//bind textures
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BindModelTextures(modelJob);
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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if(GLERROR("models end")) {
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continue;
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}
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}
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}
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}
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}
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void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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m_ShieldToStencilProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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for (auto &job : jobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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if (GLERROR("models end")) {
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continue;
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}
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}
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}
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}
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void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLERROR("forwardHandle");
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLERROR("explosionHandle");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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for (auto &job : jobs) {
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if (explosionEffectJob) {
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//Bind program
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if (GLERROR("Prebind")) {
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continue;
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}
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m_ExplosionEffectProgram->Bind();
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if (GLERROR("BindProgram")) {
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continue;
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}
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glDisable(GL_CULL_FACE);
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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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if (GLERROR("BindExplosionUniforms")) {
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continue;
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}
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (explosionEffectJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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if (GLERROR("Animation")) {
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continue;
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|
}
|
|
|
|
//bind textures
|
|
BindExplosionTextures(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(modelJob);
|
|
|
|
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
|
|
|
if (modelJob->Animation != nullptr) {
|
|
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
|
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::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
|
{
|
|
m_FillDepthBufferProgram->Bind();
|
|
GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
|
|
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()));
|
|
|
|
for (auto &job : jobs) {
|
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
|
|
|
//bind uniforms
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
|
|
|
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
|
|
|
if (modelJob->Animation != nullptr) {
|
|
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "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::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
|
{
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
|
|
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
|
|
|
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
|
|
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
|
|
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
|
|
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
|
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("END");
|
|
}
|
|
|
|
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
|
{
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
|
|
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
|
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
|
|
GLERROR("END");
|
|
}
|
|
|
|
|
|
void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0);
|
|
if (job->DiffuseTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
if (job->NormalTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
if (job->SpecularTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE3);
|
|
if (job->IncandescenceTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
|
}
|
|
}
|
|
|
|
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0);
|
|
if (job->DiffuseTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
if (job->NormalTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
if (job->SpecularTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE3);
|
|
if (job->IncandescenceTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
|
}
|
|
}
|
|
|