Transparent objects working.
This commit is contained in:
+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()));
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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::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
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{
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m_Cameras[identifier] = std::make_shared<Camera>(FOV, nearClip, farClip);
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