Merge branch 'master' of github.com:sippeangelo/Return-to-the-Return-of-Return-Fire-2-Returngeance
Conflicts: vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
@@ -1,7 +1,10 @@
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#ifndef Components_ParticleEmitter_h__
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#define Components_ParticleEmitter_h__
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#include "System.h"
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#include "Component.h"
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#include "Components/Transform.h"
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#include "Components/ParticleEmitter.h"
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#include "Color.h"
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#include <vector>
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+31
-4
@@ -40,11 +40,38 @@ void GameWorld::Initialize()
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physics->Mass = 10;
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}
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for(int i = 0; i < 10; i++)
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{
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auto TankTest = CreateEntity();
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auto transform = AddComponent<Components::Transform>(TankTest, "Transform");
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transform->Position = glm::vec3(1.5f, 0.7f, 5.f);
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auto model = AddComponent<Components::Model>(TankTest, "Model");
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model->ModelFile = "Models/Placeholders/tank/Chassi.obj";
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}
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for(int i = 0; i < 83; i++)
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{
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auto light = CreateEntity();
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auto transform = AddComponent<Components::Transform>(light, "Transform");
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transform->Position = glm::vec3((float)(2*i)*glm::sin((float)i), 3, (float)(2*i)*glm::cos((float)i));
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auto pointLight = AddComponent<Components::PointLight>(light, "PointLight");
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pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
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pointLight->constantAttenuation = 0.03f;
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pointLight->linearAttenuation = 0.009f;
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pointLight->quadraticAttenuation = 0.07f;
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pointLight->spotExponent = 0.0f;
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auto model = AddComponent<Components::Model>(light, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
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}
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for(int i = 0; i < 500; i++)
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{
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auto ball = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ball, "Transform");
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transform->Position = glm::vec3(0, 5 + i*2, 0);
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transform->Position = glm::vec3(i/5.f, 5 + i*2, i/5.f);
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transform->Scale = glm::vec3(1.0f, 1.0f, 1.0f);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(ball, "Model");
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@@ -84,7 +111,7 @@ void GameWorld::RegisterSystems()
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//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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////m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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//m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("FreeSteeringSystem", [this]() { return new Systems::FreeSteeringSystem(this); });
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m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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@@ -98,7 +125,7 @@ void GameWorld::AddSystems()
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//AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("ParticleSystem");
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//AddSystem("PlayerSystem");
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AddSystem("FreeSteeringSystem");
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AddSystem("SoundSystem");
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+1
-1
@@ -8,7 +8,7 @@
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//#include "Systems/CollisionSystem.h"
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#include "Systems/InputSystem.h"
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//#include "Systems/LevelGenerationSystem.h"
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//#include "Systems/ParticleSystem.h"
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#include "Systems/ParticleSystem.h"
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//#include "Systems/PlayerSystem.h"
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#include "Systems/FreeSteeringSystem.h"
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#include "Systems/RenderSystem.h"
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@@ -0,0 +1,20 @@
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#version 430
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in vec2 TexCoord0;
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in vec3 Normal0;
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in vec3 WorldPos0;
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layout (location = 0) out vec3 WorldPosOut;
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layout (location = 1) out vec3 DiffuseOut;
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layout (location = 2) out vec3 NormalOut;
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layout (location = 3) out vec3 TexCoordOut;
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uniform sampler2D gColorMap;
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void main()
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{
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WorldPosOut = WorldPos0;
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DiffuseOut = texture(gColorMap, TexCoord0).xyz;
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NormalOut = normalize(Normal0);
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TexCoordOut = vec3(TexCoord0, 0.0);
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}
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@@ -0,0 +1,20 @@
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#version 430
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layout (location = 0) in vec3 Position;
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layout (location = 1) in vec2 TexCoord;
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layout (location = 2) in vec3 Normal;
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uniform mat4 gWVP;
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uniform mat4 gWorld;
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out vec2 TexCoord0;
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out vec3 Normal0;
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out vec3 WorldPos0;
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void main()
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{
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gl_Position = gWVP * vec4(Position, 1.0);
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TexCoord0 = TexCoord;
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Normal0 = (gWorld * vec4(Normal, 0.0)).xyz;
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WorldPos0 = (gWorld * vec4(Position, 1.0)).xyz;
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}
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@@ -1,5 +1,6 @@
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#include "ParticleSystem.h"
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#include "PrecompiledHeader.h"
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#include "ParticleSystem.h"
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#include "World.h"
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void Systems::ParticleSystem::Update(double dt)
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@@ -13,13 +14,10 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if(!transformComponent)
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return;
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transformComponent->Position.y --;
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timeLived[entity] += dt;
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auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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}
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@@ -35,7 +33,6 @@ void Systems::ParticleSystem::SpawnParticles()
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auto particle = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(particle, "Transform");
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transform->Position = glm::vec3(0);
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particles.push_back(particle);
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}
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}
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@@ -13,16 +13,15 @@ namespace Systems
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class ParticleSystem : public System
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{
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public:
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ParticleSystem(World* world);
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ParticleSystem(World* world)
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:System(world) { };
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void RegisterComponents(ComponentFactory* cf) override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void Draw(double dt);
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private:
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void SpawnParticles();
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};
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@@ -41,7 +41,7 @@ Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
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worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
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// You must specify the size of the broad phase - objects should not be simulated outside this region
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worldInfo.setBroadPhaseWorldSize(1000.0f);
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worldInfo.setBroadPhaseWorldSize(10000.0f);
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m_PhysicsWorld = new hkpWorld(worldInfo);
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}
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// Register all collision agents, even though only box - box will be used in this particular example.
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@@ -0,0 +1,40 @@
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#include "PrecompiledHeader.h"
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#include "gBuffer.h"
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bool GBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight)
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{
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// Create the FBO
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glGenFramebuffers(1, &m_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
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// Create the gbuffer textures
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glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
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glGenTextures(1, &m_depthTexture);
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for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++) {
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glBindTexture(GL_TEXTURE_2D, m_textures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
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}
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// depth
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glBindTexture(GL_TEXTURE_2D, m_depthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
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NULL);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
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GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
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GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (Status != GL_FRAMEBUFFER_COMPLETE) {
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printf("FB error, status: 0x%x\n", Status);
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return false;
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}
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// restore default FBO
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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return true;
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}
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@@ -0,0 +1,35 @@
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#ifndef gBuffer_h__
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#define gBuffer_h__
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#include <stdio.h>
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class GBuffer
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{
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public:
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enum GBUFFER_TEXTURE_TYPE {
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GBUFFER_TEXTURE_TYPE_POSITION,
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GBUFFER_TEXTURE_TYPE_DIFFUSE,
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GBUFFER_TEXTURE_TYPE_NORMAL,
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GBUFFER_TEXTURE_TYPE_TEXCOORD,
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GBUFFER_NUM_TEXTURES
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};
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GBuffer();
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~GBuffer();
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bool Init(unsigned int WindowWidth, unsigned int WindowHeight);
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void BindForWriting();
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void BindForReading();
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private:
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GLuint m_fbo;
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GLuint m_textures[GBUFFER_NUM_TEXTURES];
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GLuint m_depthTexture;
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};
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#endif //gBuffer_h__
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