Fixed some things, code up to styleguide

This commit is contained in:
tleety
2015-09-30 10:29:56 +02:00
parent a1c709a2db
commit 2491dd8b74
4 changed files with 117 additions and 114 deletions
+78 -78
View File
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
LoadShaders();
CreateBuffers();
m_CurrentScreenBuffer = m_tFinal;
m_CurrentScreenBuffer = m_TFinal;
}
void dd::Renderer::LoadShaders()
{
@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
*/
// Pass #1: Fill G-buffers
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
m_spDeferred1->BindFragDataLocation(1, "GPosition");
m_spDeferred1->BindFragDataLocation(2, "GNormal");
m_spDeferred1->BindFragDataLocation(3, "GSpecular");
m_spDeferred1->Link();
m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
m_SpDeferred1->BindFragDataLocation(1, "GPosition");
m_SpDeferred1->BindFragDataLocation(2, "GNormal");
m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
m_SpDeferred1->Link();
// Pass #2: Lighting
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
m_spDeferred2->Link();
m_SpDeferred2->Link();
//Water Pass
m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
m_spWater->Link();
m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
m_spWater2->Link();
m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
m_SpWater->Link();
m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
m_SpWater2->Link();
// Pass #3: Combining into final image
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
m_spDeferred3->Link();
m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
m_SpDeferred3->Link();
/*
Forward rendering
*/
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
m_spForward->Link();
m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
m_SpForward->Link();
/*
Screen draw
*/
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
m_spScreen->Link();
m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
m_SpScreen->Link();
}
void dd::Renderer::CreateBuffers()
@@ -124,8 +124,8 @@ void dd::Renderer::CreateBuffers()
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
glGenRenderbuffers(1, &m_rbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
glGenRenderbuffers(1, &m_RbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
// Generate G-buffer textures
@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Create first pass framebuffer
glGenFramebuffers(1, &m_fbDeferred1);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
glGenFramebuffers(1, &m_FbDeferred1);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
@@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers()
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, firstPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
// Generate lighting texture
glGenTextures(1, &m_tLighting);
glBindTexture(GL_TEXTURE_2D, m_tLighting);
glGenTextures(1, &m_TLighting);
glBindTexture(GL_TEXTURE_2D, m_TLighting);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -190,13 +190,13 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Create second pass framebuffer
glGenFramebuffers(1, &m_fbDeferred2);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
glGenFramebuffers(1, &m_FbDeferred2);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, secondPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
@@ -210,13 +210,13 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Fill water pass
glGenFramebuffers(1, &m_fbWater);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
glGenFramebuffers(1, &m_FbWater);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass
glGenFramebuffers(1, &m_fbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
glGenFramebuffers(1, &m_FbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlurDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
//water Blur texture2
glGenTextures(1, &m_BWater2);
glBindTexture(GL_TEXTURE_2D, m_BWater2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass2
glGenFramebuffers(1, &m_fbWaterBlur2);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur2);
glGenFramebuffers(1, &m_FbWaterBlur2);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlur2DrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
// Generate final deferred texture
glGenTextures(1, &m_tFinal);
glBindTexture(GL_TEXTURE_2D, m_tFinal);
glGenTextures(1, &m_TFinal);
glBindTexture(GL_TEXTURE_2D, m_TFinal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create third pass framebuffer
glGenFramebuffers(1, &m_fbDeferred3);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
glGenFramebuffers(1, &m_FbDeferred3);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, thirdPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus);
LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
}
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
m_spScreen->Bind();
m_SpScreen->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
glBindVertexArray(m_ScreenQuad);
@@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spDeferred1->Bind();
DrawScene(objects, *m_spDeferred1);
m_SpDeferred1->Bind();
DrawScene(objects, *m_SpDeferred1);
// Pass #2: Lighting
glEnable(GL_CULL_FACE);
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glDepthMask(GL_FALSE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred2->Bind();
m_SpDeferred2->Bind();
DrawLightSpheres(lights);
// Pass #3: Combine into final deferred image
glCullFace(GL_BACK);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred3->Bind();
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
m_SpDeferred3->Bind();
glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tLighting);
glBindTexture(GL_TEXTURE_2D, m_TLighting);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
// glClearColor(1, 0.9, 0.8f, 1);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spForward->Bind();
DrawScene(objects, *m_spForward);
m_SpForward->Bind();
DrawScene(objects, *m_SpForward);
//WaterPass
glDisable(GL_CULL_FACE);
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spWater->Bind();
m_SpWater->Bind();
DrawWater(objects);
}
@@ -462,7 +462,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
{
GLuint shaderProgramHandle = *m_spDeferred2;
GLuint shaderProgramHandle = *m_SpDeferred2;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GPosition);
@@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
void dd::Renderer::DrawWater(RenderQueue &rq)
{
GLuint shaderProgramHandle = *m_spWater;
GLuint shaderProgramHandle = *m_SpWater;
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
@@ -528,16 +528,16 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
//blur1
shaderProgramHandle = *m_spWater2;
shaderProgramHandle = *m_SpWater2;
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spWater2->Bind();
m_SpWater2->Bind();
//TODO: Add this in water particle component. Blurradius
float radius = 3.f;
@@ -552,14 +552,14 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
//blur2
shaderProgramHandle = *m_spWater2;
shaderProgramHandle = *m_SpWater2;
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
m_spWater2->Bind();
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
m_SpWater2->Bind();
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);