Started on deferred rendering framework.
This commit is contained in:
+157
-35
@@ -72,6 +72,8 @@ void Renderer::Initialize()
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glEnable(GL_DEPTH_TEST);
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LoadContent();
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FrameBufferTextures();
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}
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void Renderer::LoadContent()
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@@ -110,6 +112,11 @@ void Renderer::LoadContent()
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m_ShaderProgramSkybox.Compile();
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m_ShaderProgramSkybox.Link();
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/First_pass.vert.glsl")));
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/First_pass.frag.glsl")));
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m_FirstPassProgram.Compile();
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m_FirstPassProgram.Link();
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m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
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m_DebugAABB = CreateAABB();
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@@ -147,43 +154,17 @@ void Renderer::Draw(double dt)
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{
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glDisable(GL_BLEND);
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DrawSkybox();
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DrawShadowMap();
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DrawScene();
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#ifdef DEBUG
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// Draw bounding boxes
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if (m_DrawBounds)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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m_ShaderProgramDebugAABB.Bind();
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for (auto tuple : AABBsToRender)
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{
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glm::mat4 modelMatrix;
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bool colliding;
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std::tie(modelMatrix, colliding) = tuple;
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// Model matrix
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// Color
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glm::vec4 color(1.f, 1.f, 1.f, 0.f);
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if (colliding)
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color = glm::vec4(1.f, 0.f, 0.f, 0.f);
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glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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}
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}
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DrawDebugShadowMap();
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#endif
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DrawFBO();
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ClearStuff();
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glfwSwapBuffers(m_Window);
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}
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#pragma region TempRegion
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void Renderer::DrawSkybox()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -199,8 +180,8 @@ void Renderer::DrawSkybox()
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void Renderer::DrawScene()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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@@ -537,6 +518,7 @@ GLuint Renderer::CreateSkybox()
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return vao;
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}
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void Renderer::ClearStuff()
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{
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AABBsToRender.clear();
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@@ -549,4 +531,144 @@ void Renderer::ClearStuff()
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Light_quadraticAttenuation.clear();
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Light_spotExponent.clear();
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Lights = 0;
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}
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}
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#pragma endregion
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void Renderer::FrameBufferTextures()
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{
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m_fb = 0;
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glGenFramebuffers(1, &m_fb);
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GLERROR("GLERROR: Failed to generate frame buffer");
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glGenTextures(1, &m_fb_PositionTexture);
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GLERROR("GLERROR: Failed to generate Position texture");
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glBindTexture(GL_TEXTURE_2D, m_fb_PositionTexture);
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GLERROR("GLERROR: Failed to bind Position texture");
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGB16F,
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WIDTH,
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HEIGHT,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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NULL
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);
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GLERROR("GLERROR: Failed to generate Position texture image");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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GLERROR("GLERROR: Failed to generate Position Parameters");
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glGenTextures(1, &m_fb_NormalsTexture);
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GLERROR("GLERROR: Failed to generate Normal texture");
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glBindTexture(GL_TEXTURE_2D, m_fb_NormalsTexture);
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GLERROR("GLERROR: Failed to bind Normal texture");
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGB16F,
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WIDTH,
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HEIGHT,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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NULL
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);
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GLERROR("GLERROR: Failed to generate Normal texture image");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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GLERROR("GLERROR: Failed to generate Normals Parameters");
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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GLERROR("GLERROR: Failed to bind framebuffer");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fb_PositionTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fb_NormalsTexture, 0);
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GLERROR("GLERROR: Failed to FrameBufferTexture2D");
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m_rb = 0;
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glGenRenderbuffers(1, &m_rb);
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GLERROR("GLERROR: Failed to generate RenderBuffer");
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glBindRenderbuffer(GL_RENDERBUFFER, m_rb);
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GLERROR("GLERROR: Failed to bind RenderBuffer");
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rb);
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draw_bufs[1] = GL_COLOR_ATTACHMENT0;
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draw_bufs[2] = GL_COLOR_ATTACHMENT1;
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}
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void Renderer::DrawFBO()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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#ifdef DEBUG
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_BACK, GL_LINE);
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#endif
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// Draw models
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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m_ShaderProgram.Bind();
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if (m_DrawWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
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glm::mat4 MVP;
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glm::mat4 depthMVP;
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for (auto tuple : ModelsToRender)
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{
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Model* model;
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glm::mat4 modelMatrix;
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bool visible;
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std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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if (!visible)
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continue;
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr( m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glBindVertexArray(model->VAO);
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// for (auto texGroup : model->TextureGroups)
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// {
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// glActiveTexture(GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
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// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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// }
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}
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#ifdef DEBUG
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// Debug draw model normals
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if (m_DrawNormals)
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{
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels(m_ShaderProgramNormals);
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}
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#endif
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//glDrawBuffers(2, draw_bufs);
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}
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@@ -88,9 +88,16 @@ private:
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GLuint m_ShadowFrameBuffer;
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GLuint m_ShadowDepthTexture;
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GLuint m_fb_PositionTexture;
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GLuint m_fb_NormalsTexture;
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GLuint m_fb;
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GLuint m_rb;
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GLenum draw_bufs[2];
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std::shared_ptr<Camera> m_Camera;
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ShaderProgram m_ShaderProgram;
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ShaderProgram m_FirstPassProgram;
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ShaderProgram m_ShaderProgramNormals;
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ShaderProgram m_ShaderProgramShadows;
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ShaderProgram m_ShaderProgramShadowsDrawDepth;
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@@ -102,6 +109,9 @@ private:
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void DrawModels(ShaderProgram &shader);
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void DrawShadowMap();
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void CreateShadowMap(int resolution);
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void FrameBufferTextures();
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void DrawFBO();
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GLuint CreateQuad();
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void DrawDebugShadowMap();
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GLuint CreateAABB();
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@@ -0,0 +1,12 @@
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#version 400
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in vec3 p_eye;
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in vec3 n_eye;
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layout (location = 0) out vec4 def_p; // "go to GL_COLOR_ATTACHMENT0"
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layout (location = 1) out vec4 def_n; // "go to GL_COLOR_ATTACHMENT1"
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void main () {
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def_p = vec4(p_eye, 1.0);
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def_n = vec4(n_eye, 1.0);
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}
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@@ -0,0 +1,16 @@
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#version 400
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layout(location = 0) in vec3 vp;
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layout(location = 1) in vec3 vn;
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layout(location = 2) in vec2 TextureCoord;
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uniform mat4 P, V, M;
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out vec3 p_eye;
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out vec3 n_eye;
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void main () {
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p_eye = (V * M * vec4 (vp, 1.0)).xyz;
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n_eye = (V * M * vec4 (vn, 0.0)).xyz;
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gl_Position = P * vec4 (p_eye, 1.0);
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}
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@@ -0,0 +1,24 @@
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#version 430
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uniform sampler2D tDiffuse;
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uniform sampler2D tPosition;
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uniform sampler2D tNormals;
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uniform vec3 cameraPosition;
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void main( void )
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{
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vec4 image = texture2D( tDiffuse, gl_TexCoord[0].xy );
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vec4 position = texture2D( tPosition, gl_TexCoord[0].xy );
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vec4 normal = texture2D( tNormals, gl_TexCoord[0].xy );
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vec3 light = vec3(50,100,50);
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vec3 lightDir = light - position.xyz ;
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normal = normalize(normal);
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lightDir = normalize(lightDir);
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vec3 eyeDir = normalize(cameraPosition-position.xyz);
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vec3 vHalfVector = normalize(lightDir.xyz+eyeDir);
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gl_FragColor = max(dot(normal,lightDir),0) * image + pow(max(dot(normal,vHalfVector),0.0), 100) * 1.5;
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}
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@@ -0,0 +1,9 @@
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#version 430
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void main( void )
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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@@ -1,20 +0,0 @@
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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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@@ -1,20 +0,0 @@
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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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@@ -0,0 +1,28 @@
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#ifndef UTIL_H
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#define UTIL_H
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#define ZERO_MEM(a) memset(a, 0, sizeof(a))
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#define ARRAY_SIZE_IN_ELEMENTS(a) (sizeof(a)/sizeof(a[0]))
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#define INVALID_OGL_VALUE 0xFFFFFFFF
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#define SAFE_DELETE(p) if (p) { delete p; p = NULL; }
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#define GLExitIfError() \
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{ \
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GLenum Error = glGetError(); \
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\
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if (Error != GL_NO_ERROR) { \
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printf("OpenGL error in %s:%d: 0x%x\n", __FILE__, __LINE__, Error); \
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exit(0); \
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} \
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}
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#define GLCheckError() (glGetError() == GL_NO_ERROR)
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#endif /* UTIL_H */
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@@ -1,40 +0,0 @@
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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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@@ -1,35 +0,0 @@
|
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#ifndef gBuffer_h__
|
||||
#define gBuffer_h__
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
class GBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
enum GBUFFER_TEXTURE_TYPE {
|
||||
GBUFFER_TEXTURE_TYPE_POSITION,
|
||||
GBUFFER_TEXTURE_TYPE_DIFFUSE,
|
||||
GBUFFER_TEXTURE_TYPE_NORMAL,
|
||||
GBUFFER_TEXTURE_TYPE_TEXCOORD,
|
||||
GBUFFER_NUM_TEXTURES
|
||||
};
|
||||
|
||||
GBuffer();
|
||||
|
||||
~GBuffer();
|
||||
|
||||
bool Init(unsigned int WindowWidth, unsigned int WindowHeight);
|
||||
|
||||
void BindForWriting();
|
||||
|
||||
void BindForReading();
|
||||
|
||||
private:
|
||||
|
||||
GLuint m_fbo;
|
||||
GLuint m_textures[GBUFFER_NUM_TEXTURES];
|
||||
GLuint m_depthTexture;
|
||||
};
|
||||
|
||||
#endif //gBuffer_h__
|
||||
@@ -156,15 +156,33 @@
|
||||
<ClInclude Include="..\..\src\Systems\SoundSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\TransformSystem.h" />
|
||||
<ClInclude Include="..\..\src\Texture.h" />
|
||||
<ClInclude Include="..\..\src\Util\defferedUtil.h" />
|
||||
<ClInclude Include="..\..\src\Util\GLError.h" />
|
||||
<ClInclude Include="..\..\src\Util\Logging.h" />
|
||||
<ClInclude Include="..\..\src\World.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\First_pass.frag.glsl">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\First_pass.vert.glsl">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
</ExcludedFromBuild>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Fragment.glsl" />
|
||||
<None Include="..\..\src\Shaders\Normals.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\Normals.geo.glsl" />
|
||||
<None Include="..\..\src\Shaders\Second_pass.frag.glsl">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Second_pass.vert.glsl">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\ShadowMap.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\ShadowMap.vert.glsl" />
|
||||
<None Include="..\..\src\Shaders\Skybox.frag.glsl" />
|
||||
|
||||
@@ -214,6 +214,9 @@
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Components\Box.h" />
|
||||
<ClInclude Include="..\..\src\Components\Sphere.h" />
|
||||
<ClInclude Include="..\..\src\Util\defferedUtil.h">
|
||||
<Filter>Util</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\src\Shaders\AABB.frag.glsl">
|
||||
@@ -249,5 +252,17 @@
|
||||
<None Include="..\..\src\Shaders\VisualizeDepth.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\First_pass.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\First_pass.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Second_pass.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Second_pass.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user