Deferred rendering base mostly complete.
This commit is contained in:
+106
-112
@@ -115,8 +115,14 @@ void Renderer::LoadContent()
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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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BindFragDataLocation();
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m_FirstPassProgram.Link();
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Second_pass.vert.glsl")));
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Second_pass.frag.glsl")));
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m_SecondPassProgram.Compile();
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m_SecondPassProgram.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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@@ -538,137 +544,125 @@ void Renderer::ClearStuff()
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void Renderer::FrameBufferTextures()
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{
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m_fb = 0;
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m_fDepthBuffer = 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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glGenRenderbuffers(1, &m_fDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT);
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//Generate and bind diffuse texture
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glGenTextures(1, &m_fDiffuseTexture);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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//Generate and bind position texture
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glGenTextures(1, &m_fPositionTexture);
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glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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//Generate and bind normal texture
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glGenTextures(1, &m_fNormalsTexture);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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//Generate and bind blend texture
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glGenTextures(1, &m_fBlendTexture);
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glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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//Bind fb
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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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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
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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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//Attach textures to the FB
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fBlendTexture, 0);
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GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
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{
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printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
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exit(1);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Renderer::DrawFBO()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
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GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, windowBuffClear);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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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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// Execute the first render stage which will fill out the internal buffers with data(??)
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//EnableRenderProgramStage1;
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GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE };
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glDrawBuffers(4, windowBuffOpaque);
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//DrawTheWorld();
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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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GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, windowBuffTransp);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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//Depth buffer shall not be updated
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glDepthMask(GL_FALSE);
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//DrawTransparent items
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glDepthMask(GL_TRUE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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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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//Probably means to use the second_pass shader
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//EnableRenderProgramDeferredStage();
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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//SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
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//glEnableVertexAttribArray(fVertexIndex); // VertexIndex?
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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//DrawSimpleSquare(); //I guess this draw a square and put the textures on it
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//glDisableVertexAttribArray(fVertexIndex); //VertexIndex?
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//glDrawBuffers(2, draw_bufs);
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}
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void Renderer::BindFragDataLocation()
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{
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "diffuseOutput");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "posOutput");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "normOutput");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 3, "blendOutput");
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}
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+7
-3
@@ -88,16 +88,19 @@ 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_fDiffuseTexture;
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GLuint m_fPositionTexture;
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GLuint m_fNormalsTexture;
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GLuint m_fBlendTexture;
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GLuint m_fb;
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GLuint m_rb;
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GLuint m_fDepthBuffer;
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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_SecondPassProgram;
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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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@@ -111,6 +114,7 @@ private:
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void CreateShadowMap(int resolution);
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void FrameBufferTextures();
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void DrawFBO();
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void BindFragDataLocation();
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GLuint CreateQuad();
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void DrawDebugShadowMap();
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@@ -1,4 +1,27 @@
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#version 400
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#version 130
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uniform sampler2D firstTexture;
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in vec3 fragmentNormal;
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in vec2 fragmentTexCoord;
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in vec3 position;
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layout (location = 0) out vec4 diffuseOutput;
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layout (location = 1) out vec4 posOutput;
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layout (location = 2) out vec4 normOutput;
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layout (location = 3) out vec4 blendOutput;
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void main(void)
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{
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posOutput.xyz = position;
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normOutPut = vec4(fragmentNormal, 0);
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vec4 clr = texture(firstTexture, fragmentTexCoord);
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float alpha = clr.a;
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if(alpha < 0.1)
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discard; //Some optimizing
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blendOutput.rgb = clr.rgb * clr.a; //Pre multiplied alpha
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blendOutput.a = clr.a;
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diffuseOutput = clr;
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}
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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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@@ -9,4 +32,4 @@ 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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}*/
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@@ -1,4 +1,34 @@
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#version 400
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#version 130
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precision mediump float;
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uniform mat4 projectionMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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in vec3 normal;
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in vec2 texCoord;
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in vec3 vertex;
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in float intensity;
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in float ambientLight;
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out vec3 fragmentNormal;
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out vec2 fragmentTexCoord;
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out float extIntensity;
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out float extAmbientLight;
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void main(void)
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{
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fragmentTexCoord = texCoord;
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fragmentNormal = normalize((modelMatrix*vec4(normal, 0.0).xyz);
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gl_Position = vec3(modelMatrix * vertex); //Copy position to the fragment shader
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extIntensity = intensity/255.0;
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extAmbientLight = ambientLight/255.0;
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}
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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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@@ -13,4 +43,4 @@ 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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}*/
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@@ -1,24 +1,32 @@
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#version 430
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#version 130
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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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uniform sampler2D diffuseTex; // The color information
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uniform sampler2D posTex; // World position
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uniform sampler2D normalTex; // Normals
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uniform sampler2D blendTex; // A bitmap with colors to blend with.
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uniform vec3 camera; // The coordinate of the camera
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in vec2 position; // The world position
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layout (location = 0) out vec4 fragColor;
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void main( void )
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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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// Load data, stored in textures, from the first stage rendering.
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vec4 diffuse = texture2D(diffuseTex, position.xy);
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vec4 blend = texture2D(blendTex, position.xy);
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vec4 worldPos = texture2D(posTex, position.xy);
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vec4 normal = texture2D(normalTex, position.xy);
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// Use information about lamp coordinate (not shown here), the pixel
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// coordinate (worldpos.xyz), the normal of this pixel (normal.xyz)
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// to compute a lighting effect.
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// Use this lighting effect to update 'diffuse'
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vec4 preBlend = diffuse * lamp + specularGlare;
|
||||
// manual blending, using premultiplied alpha.
|
||||
fragColor = blend + preBlend*(1-blend.a);
|
||||
// Some debug features. Enable any of them to get a visual representation
|
||||
// of an internal buffer.
|
||||
// fragColor = (normal+1)/2;
|
||||
// fragColor = diffuse;
|
||||
// fragColor = blend;
|
||||
// fragColor = worldPos; // Scaling may be needed to range [0,1]
|
||||
// fragColor = lamp*vec4(1,1,1,1);
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
#version 430
|
||||
#version 130
|
||||
in vec4 vertex; out vec2 position;
|
||||
|
||||
void main( void )
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
gl_Position = vertex*2-1;
|
||||
gl_Position.z = 0.0;
|
||||
position = vertex.xy;
|
||||
}
|
||||
Reference in New Issue
Block a user