1078 lines
56 KiB
C++
1078 lines
56 KiB
C++
#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
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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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{
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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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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
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m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false);
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m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false);
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m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
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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_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_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_ShieldToStencilSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgramSkinned");
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m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl")));
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m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
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m_ShieldToStencilSkinnedProgram->Compile();
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m_ShieldToStencilSkinnedProgram->Link();
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GLERROR("Creating Shield Skinned 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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m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
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m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
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m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
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m_FillDepthBufferSkinnedProgram->Compile();
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m_FillDepthBufferSkinnedProgram->Link();
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GLERROR("Creating DepthFill program");
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}
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void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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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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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->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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GLERROR("OpaqueObjects");
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//state->BlendFunc(GL_ONE, GL_ONE);
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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GLERROR("TransparentObjects");
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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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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DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
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GLERROR("Shielded Opaque object");
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//Draw Transparen Shielded objects
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DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
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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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stateLowRes->Enable(GL_SCISSOR_TEST);
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stateLowRes->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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stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
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stateLowRes->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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stateLowRes->StencilFunc(GL_ALWAYS, 1, 0xFF);
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stateLowRes->StencilMask(0xFF);
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stateLowRes->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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stateLowRes->Enable(GL_DEPTH_TEST);
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stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
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stateLowRes->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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GLERROR("OpaqueObjects");
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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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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GLERROR("PRE");
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m_FinalPassFrameBufferLowRes.Bind();
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GLERROR("Bind LowRes");
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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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GLERROR("ViewPort,Scissor LowRes");
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glClearColor(0.f, 0.f, 0.f, 0.f);
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GLERROR("1");
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLERROR("2");
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glDisable(GL_SCISSOR_TEST);
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GLERROR("3");
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m_FinalPassFrameBufferLowRes.Unbind();
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GLERROR("prebind HighRes");
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m_FinalPassFrameBuffer.Bind();
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GLERROR("Bind HighRes");
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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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GLERROR("ViewPort,Scissor LowRes");
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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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GLERROR("END");
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}
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void DrawFinalPass::OnWindowResize()
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{
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//InitializeFrameBuffers();
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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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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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m_FinalPassFrameBuffer.Generate();
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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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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_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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m_FinalPassFrameBufferLowRes.Generate();
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GLERROR("Error changing texture resolutions");
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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);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
|
GLERROR("Texture initialization failed");
|
|
}
|
|
|
|
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
|
|
{
|
|
glGenTextures(1, texture);
|
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
GLERROR("MipMap Texture initialization failed");
|
|
}
|
|
|
|
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
|
|
{
|
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
|
GLERROR("forwardHandle");
|
|
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
|
GLERROR("explosionHandle");
|
|
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
|
GLERROR("explosionSplatMapHandle");
|
|
GLuint forwardSplatHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
|
GLERROR("forwardSplatHandle");
|
|
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
|
GLERROR("forwardSkinnedHandle");
|
|
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
|
GLERROR("explosionSkinnedHandle");
|
|
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
|
GLERROR("explosionSplatMapSkinnedHandle");
|
|
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
|
GLERROR("forwardSplatSkinnedHandle");
|
|
|
|
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, SSAOTexture);
|
|
|
|
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()) {
|
|
|
|
m_ExplosionEffectSkinnedProgram->Bind();
|
|
GLERROR("Bind ExplosionEffectSkinned program");
|
|
//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(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
} else {
|
|
m_ExplosionEffectProgram->Bind();
|
|
GLERROR("Bind ExplosionEffect program");
|
|
//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(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
}
|
|
break;
|
|
}
|
|
case RawModel::MaterialType::SplatMapping:
|
|
{
|
|
if (explosionEffectJob->Model->IsSkinned()) {
|
|
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
|
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
std::vector<glm::mat4> frameBones;
|
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
} else {
|
|
m_ExplosionEffectSplatMapProgram->Bind();
|
|
GLERROR("Bind ExplosionEffectSplatMap program");
|
|
//bind uniforms
|
|
//bind uniforms
|
|
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
|
//bind textures
|
|
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
//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);
|
|
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()) {
|
|
m_ForwardPlusSkinnedProgram->Bind();
|
|
GLERROR("Bind ForwardPlusSkinnedProgram");
|
|
//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(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
} else {
|
|
m_ForwardPlusProgram->Bind();
|
|
GLERROR("Bind ForwardPlusProgram");
|
|
//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()) {
|
|
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
|
GLERROR("Bind SplatMap program");
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
} else {
|
|
m_ForwardPlusSplatMapProgram->Bind();
|
|
GLERROR("Bind SplatMap program");
|
|
//bind uniforms
|
|
BindModelUniforms(forwardSplatHandle, modelJob, scene);
|
|
//bind textures
|
|
BindModelTextures(forwardSplatHandle, modelJob);
|
|
GLERROR("asdasd");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
//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::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
|
{
|
|
|
|
|
|
for (auto &job : jobs) {
|
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
|
if (modelJob) {
|
|
|
|
if(modelJob->Model->IsSkinned()) {
|
|
m_ShieldToStencilSkinnedProgram->Bind();
|
|
GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
} else {
|
|
m_ShieldToStencilProgram->Bind();
|
|
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
|
|
|
}
|
|
|
|
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::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->AnimationOffset.animation != nullptr) {
|
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
|
} else {
|
|
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
|
}
|
|
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->AnimationOffset.animation != nullptr) {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
|
}
|
|
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)
|
|
{
|
|
|
|
|
|
for (auto &job : jobs) {
|
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
|
|
|
if(modelJob->Model->IsSkinned()) {
|
|
m_FillDepthBufferSkinnedProgram->Bind();
|
|
GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->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()));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
|
|
|
std::vector<glm::mat4> frameBones;
|
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
|
} else {
|
|
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
|
|
|
} else {
|
|
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()));
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
|
}
|
|
|
|
|
|
//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();
|
|
|
|
for(auto& job : jobs) {
|
|
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
|
RenderState jobState;
|
|
|
|
if (spriteJob) {
|
|
if(spriteJob->Depth == 0) {
|
|
jobState.Disable(GL_DEPTH_TEST);
|
|
}
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->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()));
|
|
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
|
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);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
if (spriteJob->DiffuseTexture != nullptr) {
|
|
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
|
} 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)));
|
|
}
|
|
}
|
|
// m_SpriteProgram->Unbind();
|
|
}
|
|
|
|
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
|
{
|
|
GLERROR("Bind 1 uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
|
GLERROR("Bind 2 uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
GLERROR("Bind 3 uniform");
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
GLERROR("Bind 4 uniform");
|
|
|
|
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
GLERROR("Bind 5 uniform");
|
|
|
|
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
|
GLERROR("Bind 6 uniform");
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), 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");
|
|
|
|
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");
|
|
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
|
GLERROR("Bind 20 uniform");
|
|
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
|
|
GLERROR("END");
|
|
}
|
|
|
|
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
|
{
|
|
GLERROR("Bind 1 uniform");
|
|
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
|
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
|
GLERROR("Bind 2 uniform");
|
|
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
|
|
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
|
GLERROR("Bind 3 uniform");
|
|
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
|
|
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
|
GLERROR("Bind 4 uniform");
|
|
|
|
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
|
|
glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
GLERROR("Bind 5 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));
|
|
GLERROR("Bind 9 uniform");
|
|
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
|
|
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
|
|
|
|
GLERROR("Bind 10 uniform");
|
|
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
|
|
|
|
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|