Fixed some things, code up to styleguide
This commit is contained in:
+78
-78
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
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LoadShaders();
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CreateBuffers();
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m_CurrentScreenBuffer = m_tFinal;
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m_CurrentScreenBuffer = m_TFinal;
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}
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void dd::Renderer::LoadShaders()
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{
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@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
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*/
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// Pass #1: Fill G-buffers
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m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
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m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
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m_spDeferred1->BindFragDataLocation(1, "GPosition");
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m_spDeferred1->BindFragDataLocation(2, "GNormal");
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m_spDeferred1->BindFragDataLocation(3, "GSpecular");
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m_spDeferred1->Link();
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m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
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m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
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m_SpDeferred1->BindFragDataLocation(1, "GPosition");
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m_SpDeferred1->BindFragDataLocation(2, "GNormal");
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m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
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m_SpDeferred1->Link();
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// Pass #2: Lighting
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m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
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m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
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//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
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m_spDeferred2->Link();
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m_SpDeferred2->Link();
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//Water Pass
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m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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m_spWater->Link();
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m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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m_spWater2->Link();
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m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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m_SpWater->Link();
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m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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m_SpWater2->Link();
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// Pass #3: Combining into final image
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m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
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m_spDeferred3->Link();
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m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
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m_SpDeferred3->Link();
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/*
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Forward rendering
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*/
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m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_spForward->Link();
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m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_SpForward->Link();
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/*
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Screen draw
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*/
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m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_spScreen->Link();
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m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_SpScreen->Link();
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}
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void dd::Renderer::CreateBuffers()
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@@ -124,8 +124,8 @@ void dd::Renderer::CreateBuffers()
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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glGenRenderbuffers(1, &m_RbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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// Generate G-buffer textures
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@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Create first pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred1);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
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glGenFramebuffers(1, &m_FbDeferred1);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
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@@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers()
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GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, firstPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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// Generate lighting texture
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glGenTextures(1, &m_tLighting);
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glBindTexture(GL_TEXTURE_2D, m_tLighting);
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glGenTextures(1, &m_TLighting);
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glBindTexture(GL_TEXTURE_2D, m_TLighting);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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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@@ -190,13 +190,13 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Create second pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
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glGenFramebuffers(1, &m_FbDeferred2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
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GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, secondPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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@@ -210,13 +210,13 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Fill water pass
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glGenFramebuffers(1, &m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
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glGenFramebuffers(1, &m_FbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
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GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//Fill waterBlur pass
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glGenFramebuffers(1, &m_fbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
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glGenFramebuffers(1, &m_FbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
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GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterBlurDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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//water Blur texture2
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glGenTextures(1, &m_BWater2);
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glBindTexture(GL_TEXTURE_2D, m_BWater2);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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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@@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//Fill waterBlur pass2
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glGenFramebuffers(1, &m_fbWaterBlur2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur2);
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glGenFramebuffers(1, &m_FbWaterBlur2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
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GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterBlur2DrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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// Generate final deferred texture
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glGenTextures(1, &m_tFinal);
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glBindTexture(GL_TEXTURE_2D, m_tFinal);
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glGenTextures(1, &m_TFinal);
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glBindTexture(GL_TEXTURE_2D, m_TFinal);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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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@@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Create third pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred3);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
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glGenFramebuffers(1, &m_FbDeferred3);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
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GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, thirdPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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}
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@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(1, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spScreen->Bind();
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m_SpScreen->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
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glBindVertexArray(m_ScreenQuad);
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@@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_spDeferred1->Bind();
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DrawScene(objects, *m_spDeferred1);
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m_SpDeferred1->Bind();
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DrawScene(objects, *m_SpDeferred1);
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// Pass #2: Lighting
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glEnable(GL_CULL_FACE);
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@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spDeferred2->Bind();
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m_SpDeferred2->Bind();
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DrawLightSpheres(lights);
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// Pass #3: Combine into final deferred image
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glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spDeferred3->Bind();
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glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
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m_SpDeferred3->Bind();
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glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_tLighting);
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glBindTexture(GL_TEXTURE_2D, m_TLighting);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
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// glClearColor(1, 0.9, 0.8f, 1);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_spForward->Bind();
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DrawScene(objects, *m_spForward);
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m_SpForward->Bind();
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DrawScene(objects, *m_SpForward);
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//WaterPass
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glDisable(GL_CULL_FACE);
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@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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glEnable(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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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spWater->Bind();
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m_SpWater->Bind();
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DrawWater(objects);
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}
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@@ -462,7 +462,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
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{
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GLuint shaderProgramHandle = *m_spDeferred2;
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GLuint shaderProgramHandle = *m_SpDeferred2;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GPosition);
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@@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
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void dd::Renderer::DrawWater(RenderQueue &rq)
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{
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GLuint shaderProgramHandle = *m_spWater;
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GLuint shaderProgramHandle = *m_SpWater;
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glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
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glm::mat4 viewMatrix = m_Camera->ViewMatrix();
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@@ -528,16 +528,16 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
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//blur1
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shaderProgramHandle = *m_spWater2;
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shaderProgramHandle = *m_SpWater2;
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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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glEnable(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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glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spWater2->Bind();
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m_SpWater2->Bind();
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//TODO: Add this in water particle component. Blurradius
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float radius = 3.f;
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@@ -552,14 +552,14 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
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//blur2
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shaderProgramHandle = *m_spWater2;
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shaderProgramHandle = *m_SpWater2;
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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m_spWater2->Bind();
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
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m_SpWater2->Bind();
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|
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
||||
@@ -617,7 +617,7 @@ GLuint dd::Renderer::CreateQuad()
|
||||
void dd::Renderer::DebugKeys()
|
||||
{
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||
m_CurrentScreenBuffer = m_GDiffuse;
|
||||
@@ -632,7 +632,7 @@ void dd::Renderer::DebugKeys()
|
||||
m_CurrentScreenBuffer = m_GSpecular;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||
m_CurrentScreenBuffer = m_tLighting;
|
||||
m_CurrentScreenBuffer = m_TLighting;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
||||
m_CurrentScreenBuffer = m_Gwater;
|
||||
@@ -644,7 +644,7 @@ void dd::Renderer::DebugKeys()
|
||||
|
||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
@@ -652,7 +652,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
@@ -664,9 +664,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||
MVP = PV * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||
|
||||
Reference in New Issue
Block a user