Inget funkar, broken commit, dont use.
This commit is contained in:
+78
-80
@@ -126,6 +126,7 @@ void Renderer::LoadContent()
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m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
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m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
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m_SunPassProgram.Compile();
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glBindFragDataLocation(m_SunPassProgram.GetHandle(), 0, "frag_Light");
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m_SunPassProgram.Link();
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m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
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@@ -142,7 +143,6 @@ void Renderer::LoadContent()
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
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m_FirstPassProgram.Compile();
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
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@@ -151,6 +151,7 @@ void Renderer::LoadContent()
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
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m_SecondPassProgram.Compile();
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glBindFragDataLocation(m_SecondPassProgram.GetHandle(), 0, "frag_Light");
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m_SecondPassProgram.Link();
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m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
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@@ -161,6 +162,7 @@ void Renderer::LoadContent()
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m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
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m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
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m_FinalPassProgram.Compile();
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glBindFragDataLocation(m_FinalPassProgram.GetHandle(), 0, "frag_Diffuse");
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m_FinalPassProgram.Link();
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(m_ShadowMapRes);
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@@ -269,6 +271,8 @@ void Renderer::Draw(double dt)
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void Renderer::DrawFrame(RenderQueuePair &rq)
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{
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return;
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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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glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
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@@ -387,79 +391,79 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
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//DrawShadowMap(rq.Deferred);
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/*
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Base pass
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Base pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
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glBindFramebuffer(GL_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_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
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//glViewport(0, 0, m_Width, m_Height);
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// Clear G-buffer
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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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GLenum FirstPass[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, FirstPass);
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glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Execute the first render stage which will fill out the internal buffers with data(??)
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m_FirstPassProgram.Bind();
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GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, windowBuffOpaque);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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DrawSkybox();
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//DrawSkybox();
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DrawFBOScene(rq.Deferred);
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/*
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Lighting pass
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Lighting pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
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//glBindFramebuffer(GL_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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glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
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GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, lightingPassAttachments);
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glCullFace(GL_FRONT);
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glEnable(GL_BLEND);
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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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glDepthMask(GL_FALSE);
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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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m_SecondPassProgram.Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
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glCullFace(GL_FRONT);
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DrawLightScene(rq.Deferred);
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//DrawLightScene(rq.Deferred);
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DrawSunLightScene();
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/*
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Final pass
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Final pass
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*/
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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(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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glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
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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(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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GLenum windowBuffOpaque2[] = { GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE };
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glDrawBuffers(4, windowBuffOpaque2);
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m_FinalPassProgram.Bind();
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// Ambient light
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
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glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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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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// Ambient light
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f)));
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//glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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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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/*
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Transparency
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@@ -469,25 +473,23 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
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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_NONE , GL_NONE , GL_NONE };
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glDrawBuffers(4, attachments);
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//glClearColor(0.f, 0.f, 0.f, 1.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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//glBindFramebuffer(GL_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_NONE , GL_NONE, GL_NONE };
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//glDrawBuffers(4, attachments);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.f, 0.f, 0.f, 0.f);
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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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@@ -496,7 +498,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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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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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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@@ -553,7 +555,8 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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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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glBindFramebuffer(GL_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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@@ -569,7 +572,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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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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glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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// glActiveTexture(GL_TEXTURE1);
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// glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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glCullFace(GL_BACK);
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glBindVertexArray(m_ScreenQuad);
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@@ -945,7 +950,7 @@ void Renderer::FrameBufferTextures()
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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, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_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_REPEAT);
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@@ -1009,7 +1014,7 @@ void Renderer::FrameBufferTextures()
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glGenTextures(1, &m_fLightingTexture);
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glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_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_REPEAT);
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@@ -1266,12 +1271,7 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
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void Renderer::DrawLightScene(RenderQueue &rq)
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{
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glEnable(GL_BLEND);
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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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glDepthMask (GL_FALSE);
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glBindVertexArray(m_sphereModel->VAO);
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glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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@@ -1282,6 +1282,13 @@ void Renderer::DrawLightScene(RenderQueue &rq)
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m_SecondPassProgram.Bind();
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GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
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for (auto &light : Lights)
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{
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MVP = cameraMatrix * light.SphereModelMatrix;
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@@ -1304,21 +1311,10 @@ void Renderer::DrawLightScene(RenderQueue &rq)
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glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
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};
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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void Renderer::DrawSunLightScene()
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{
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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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glBlendFunc(GL_ONE,GL_ONE);
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glDisable (GL_DEPTH_TEST);
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glDepthMask (GL_FALSE);
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//glBindVertexArray(m_sphereModel->VAO);
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glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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@@ -1327,7 +1323,13 @@ void Renderer::DrawSunLightScene()
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m_SunPassProgram.Bind();
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GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
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glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1, glm::value_ptr(glm::vec2(m_Width, m_Height)));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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@@ -1339,10 +1341,6 @@ void Renderer::DrawSunLightScene()
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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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glEnable (GL_DEPTH_TEST);
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glDepthMask (GL_TRUE);
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glDisable (GL_BLEND);
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}
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void Renderer::SetSphereModel( Model* _model )
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Reference in New Issue
Block a user