Transparent objects working.
This commit is contained in:
+1
-1
Submodule assets updated: 066c47ecd7...20edf7934a
@@ -11,11 +11,12 @@ namespace Components
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struct Model : Component
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{
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Model() : Visible(true), ShadowCaster(true) { }
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Model() : Visible(true), ShadowCaster(true), Transparent(false) { }
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std::string ModelFile;
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Color Color;
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bool Visible;
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bool ShadowCaster;
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bool Transparent;
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virtual Model* Clone() const override { return new Model(*this); }
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};
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+1
-1
@@ -40,7 +40,7 @@ public:
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, m_Layer(0)
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{ SetParent(std::shared_ptr<Frame>(parent)); }
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::RenderQueue RenderQueue;
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::RenderQueuePair RenderQueue;
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std::shared_ptr<Frame> Parent() const { return m_Parent; }
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void SetParent(std::shared_ptr<Frame> parent)
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@@ -26,7 +26,7 @@ public:
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job.TextureID = m_Texture->ResourceID;
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job.Texture = *m_Texture;
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job.Color = m_Color;
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RenderQueue.Add(job);
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RenderQueue.Forward.Add(job);
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renderer->SetCamera(nullptr);
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renderer->DrawFrame(RenderQueue);
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+14
-6
@@ -69,7 +69,8 @@ public:
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}
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else
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{
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EnqueueModel(modelAsset, modelMatrix);
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float transparent = modelComponent->Transparent;
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EnqueueModel(modelAsset, modelMatrix, transparent);
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}
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}
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@@ -131,7 +132,7 @@ private:
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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void EnqueueModel(Model* model, glm::mat4 modelMatrix)
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent)
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{
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for (auto texGroup : model->TextureGroups)
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{
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@@ -144,8 +145,15 @@ private:
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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RenderQueue.Add(job);
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job.Transparent = transparent;
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if(job.Transparent)
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{
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RenderQueue.Forward.Add(job);
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}
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else
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{
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RenderQueue.Deferred.Add(job);
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}
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}
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}
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@@ -167,7 +175,7 @@ private:
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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RenderQueue.Add(job);
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RenderQueue.Deferred.Add(job);
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}
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}
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@@ -178,7 +186,7 @@ private:
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job.Texture = *texture;
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job.ModelMatrix = modelMatrix;
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RenderQueue.Add(job);
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RenderQueue.Forward.Add(job);
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}
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};
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+12
-2
@@ -98,7 +98,6 @@ void GameWorld::Initialize()
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// CommitEntity(ground);
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//}
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{
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auto ground_middle = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ground_middle);
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@@ -109,7 +108,7 @@ void GameWorld::Initialize()
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auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
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blendmap->TextureRed = "Textures/Ground/Sand.png";
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blendmap->TextureGreen = "Textures/Ground/Grass.png";
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blendmap->TextureBlue = "Textures/Ground/Asphalt.png";
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blendmap->TextureBlue = "Textures/Ground/Rock.png";
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blendmap->TextureRepeats = 30.f;
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auto physics = AddComponent<Components::Physics>(ground_middle);
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@@ -239,6 +238,17 @@ void GameWorld::Initialize()
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CommitEntity(ground_base_mirrored);
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}
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{
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auto tree = CreateEntity();
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auto transform = AddComponent<Components::Transform>(tree);
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transform->Position = glm::vec3(0, -15, 0);
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auto model = AddComponent<Components::Model>(tree);
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model->ModelFile = "Models/Tree/leafs/Leafs.obj";
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model->Transparent = true;
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CommitEntity(tree);
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}
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EntityID tank1 = CreateTank(1);
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{
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auto transform = GetComponent<Components::Transform>(tank1);
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@@ -38,6 +38,7 @@ struct ModelJob : RenderJob
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unsigned int StartIndex;
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unsigned int EndIndex;
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glm::mat4 ModelMatrix;
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float Transparent;
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void CalculateHash() override
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{
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@@ -98,4 +99,16 @@ private:
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std::forward_list<std::shared_ptr<RenderJob>> m_Jobs;
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};
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struct RenderQueuePair
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{
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RenderQueue Deferred;
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RenderQueue Forward;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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}
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};
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#endif // RenderQueue_h__
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+144
-60
@@ -74,10 +74,6 @@ void Renderer::Initialize()
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m_Camera->SetPosition(glm::vec3(0.0f, 0.0f, 2.f));
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glfwSwapInterval(m_VSync);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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LoadContent();
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}
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@@ -108,6 +104,11 @@ void Renderer::LoadContent()
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m_ShaderProgramDebugAABB.Compile();
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m_ShaderProgramDebugAABB.Link();*/
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m_FinalForwardPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalForwardPass.vert.glsl")));
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m_FinalForwardPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalForwardPass.frag.glsl")));
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m_FinalForwardPassProgram.Compile();
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m_FinalForwardPassProgram.Link();
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m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BlendMap.vert.glsl")));
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m_BlendMapProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BlendMap.frag.glsl")));
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m_BlendMapProgram.Compile();
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@@ -126,6 +127,7 @@ void Renderer::LoadContent()
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m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
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m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
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m_ForwardRendering.Compile();
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glBindFragDataLocation(m_ForwardRendering.GetHandle(), 0, "frag_Diffuse");
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m_ForwardRendering.Link();
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
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@@ -261,7 +263,7 @@ void Renderer::Draw(double dt)
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawFrame(RenderQueue &rq)
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void Renderer::DrawFrame(RenderQueuePair &rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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@@ -305,7 +307,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
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// }
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//}
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for (auto &job : rq)
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for (auto &job : rq.Forward)
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{
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//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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//if (modelJob)
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@@ -358,11 +360,16 @@ void Renderer::DrawFrame(RenderQueue &rq)
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}
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}
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void Renderer::DrawWorld(RenderQueue &rq)
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void Renderer::DrawWorld(RenderQueuePair &rq)
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{
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glEnable(GL_SCISSOR_TEST);
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DrawShadowMap(rq);
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//DrawShadowMap(rq.Deferred);
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/*
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Base pass
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@@ -385,12 +392,14 @@ void Renderer::DrawWorld(RenderQueue &rq)
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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DrawFBOScene(rq);
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DrawFBOScene(rq.Deferred);
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/*
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Lighting pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, lightingPassAttachments);
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@@ -406,7 +415,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
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glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
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glCullFace(GL_FRONT);
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DrawLightScene(rq);
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DrawLightScene(rq.Deferred);
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DrawSunLightScene();
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/*
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@@ -415,7 +424,9 @@ void Renderer::DrawWorld(RenderQueue &rq)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
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glViewport(0, 0, m_Width, m_Height);
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glScissor(0, 0, m_Width, m_Height);
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//glScissor(0, 0, m_Width, m_Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glClear(GL_DEPTH_BUFFER_BIT);
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m_FinalPassProgram.Bind();
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@@ -433,6 +444,126 @@ void Renderer::DrawWorld(RenderQueue &rq)
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glBindVertexArray(m_ScreenQuad);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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/*
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Transparency
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*/
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ForwardRendering(rq.Forward);
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}
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void Renderer::ForwardRendering(RenderQueue &rq)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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// Clear G-buffer
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GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, attachments);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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m_ForwardRendering.Bind();
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GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
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for (auto &job : rq)
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{
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob)
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{
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glm::mat4 modelMatrix = modelJob->ModelMatrix;
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MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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glBindVertexArray(modelJob->VAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
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if (modelJob->NormalTexture != 0)
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
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}
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if (modelJob->SpecularTexture)
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{
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
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}
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glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
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continue;
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}
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}
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//glDepthMask (GL_TRUE);
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//glDisable (GL_BLEND);
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/*
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Final pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glViewport(0, 0, m_Width, m_Height);
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glScissor(0, 0, m_Width, m_Height);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_FinalForwardPassProgram.Bind();
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//ShaderProgramHandle = m_FinalForwardPassProgram.GetHandle();
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// Ambient light
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//glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
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//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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glCullFace(GL_BACK);
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glBindVertexArray(m_ScreenQuad);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
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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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// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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// glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
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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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}
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void Renderer::Swap()
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@@ -855,9 +986,6 @@ void Renderer::FrameBufferTextures()
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LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
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//exit(1);
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}
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}
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void Renderer::DrawFBO()
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@@ -943,9 +1071,8 @@ void Renderer::DrawFBO()
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//}
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}
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void Renderer::DrawFBO2()
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void Renderer::DrawFBO2(RenderQueue &rq)
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{
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ForwardRendering();
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}
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void Renderer::DrawFBOScene(RenderQueue &rq)
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@@ -1137,7 +1264,7 @@ void Renderer::DrawSunLightScene()
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendEquation (GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE,GL_ONE);
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glDisable (GL_DEPTH_TEST);
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@@ -1216,49 +1343,6 @@ void Renderer::UpdateSunProjection()
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//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
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}
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void Renderer::ForwardRendering()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, m_Width, m_Height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
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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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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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m_ForwardRendering.Bind();
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GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
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for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
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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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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
|
||||
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
|
||||
{
|
||||
m_Cameras[identifier] = std::make_shared<Camera>(FOV, nearClip, farClip);
|
||||
|
||||
+5
-4
@@ -53,8 +53,8 @@ public:
|
||||
m_Camera = camera;
|
||||
}
|
||||
|
||||
void DrawFrame(RenderQueue &rq);
|
||||
void DrawWorld(RenderQueue &rq);
|
||||
void DrawFrame(RenderQueuePair &rq);
|
||||
void DrawWorld(RenderQueuePair &rq);
|
||||
void Swap();
|
||||
|
||||
#pragma endregion
|
||||
@@ -174,6 +174,7 @@ private:
|
||||
ShaderProgram m_SunPassProgram;
|
||||
ShaderProgram m_ForwardRendering;
|
||||
ShaderProgram m_BlendMapProgram;
|
||||
ShaderProgram m_FinalForwardPassProgram;
|
||||
|
||||
ShaderProgram m_ShaderProgramNormals;
|
||||
ShaderProgram m_ShaderProgramShadows;
|
||||
@@ -190,7 +191,7 @@ private:
|
||||
void CreateShadowMap(int resolution);
|
||||
void FrameBufferTextures();
|
||||
void DrawFBO();
|
||||
void DrawFBO2();
|
||||
void DrawFBO2(RenderQueue &rq);
|
||||
void DrawFBOScene(RenderQueue &rq);
|
||||
void DrawLightScene(RenderQueue &rq);
|
||||
void DrawSunLightScene();
|
||||
@@ -198,7 +199,7 @@ private:
|
||||
glm::mat4 CreateLightMatrix(Light &_light);
|
||||
void UpdateSunProjection();
|
||||
void CreateNormalMapTangent();
|
||||
void ForwardRendering();
|
||||
void ForwardRendering(RenderQueue &rq);
|
||||
|
||||
|
||||
GLuint CreateQuad();
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#version 430
|
||||
|
||||
//uniform vec3 La;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
//vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
|
||||
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
||||
//FragmentColor = DiffuseTexel;
|
||||
|
||||
FragmentColor = DiffuseTexel;
|
||||
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
@@ -5,7 +5,6 @@ uniform float Gamma;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
layout (binding=2) uniform sampler2D ShadowTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
@@ -19,12 +18,10 @@ void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
|
||||
|
||||
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
||||
//FragmentColor = DiffuseTexel;
|
||||
|
||||
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
||||
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
|
||||
}
|
||||
@@ -10,11 +10,11 @@ in VertexData {
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
out vec4 frag_Diffuse;
|
||||
|
||||
void main() {
|
||||
// Texture
|
||||
vec4 texel = texture(texture0, Input.TextureCoord);
|
||||
|
||||
fragmentColor = texel * Color;
|
||||
frag_Diffuse = texel;
|
||||
}
|
||||
@@ -238,6 +238,8 @@
|
||||
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\BlendMap.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\BlendMap.vert.glsl" />
|
||||
<None Include="..\..\src\Shaders\FinalForwardPass.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\FinalForwardPass.vert.glsl" />
|
||||
<None Include="..\..\src\Shaders\FinalPass.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
|
||||
<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl" />
|
||||
|
||||
@@ -549,5 +549,11 @@
|
||||
<None Include="..\..\src\Shaders\BlendMap.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\FinalForwardPass.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\FinalForwardPass.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user