Fixed some things, code up to styleguide
This commit is contained in:
+18
-25
@@ -16,8 +16,8 @@
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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#ifndef Renderer_h__
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#ifndef DD_RENDERER_H__
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#define Renderer_h__
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#define DD_RENDERER_H__
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#include "Util/Rectangle.h"
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#include "Util/Rectangle.h"
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#include "Camera.h"
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#include "Camera.h"
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@@ -30,8 +30,6 @@ namespace dd
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class Renderer
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class Renderer
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{
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{
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public:
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public:
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//Render();
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GLFWwindow* Window() const { return m_Window; }
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GLFWwindow* Window() const { return m_Window; }
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Rectangle Resolution() const { return m_Resolution; }
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Rectangle Resolution() const { return m_Resolution; }
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void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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@@ -39,8 +37,6 @@ public:
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
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//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
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const dd::Camera* Camera() const { return m_Camera; }
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const dd::Camera* Camera() const { return m_Camera; }
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void SetCamera(const dd::Camera* camera)
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void SetCamera(const dd::Camera* camera)
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{
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{
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@@ -50,7 +46,6 @@ public:
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m_Camera = camera;
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m_Camera = camera;
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}
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}
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}
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}
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void Initialize();
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void Initialize();
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void Draw(RenderQueueCollection& rq);
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void Draw(RenderQueueCollection& rq);
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@@ -58,8 +53,6 @@ private:
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Rectangle m_Resolution = Rectangle(1280, 720);
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Rectangle m_Resolution = Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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bool m_VSYNC = false;
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//Rectangle m_Viewport;
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//Rectangle m_Scissor;
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std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
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std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
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const dd::Camera* m_Camera = nullptr;
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const dd::Camera* m_Camera = nullptr;
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@@ -67,13 +60,13 @@ private:
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std::string m_GLVendor;
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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GLFWwindow* m_Window = nullptr;
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ShaderProgram* m_spDeferred1;
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ShaderProgram* m_SpDeferred1;
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ShaderProgram* m_spDeferred2;
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ShaderProgram* m_SpDeferred2;
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_SpDeferred3;
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ShaderProgram* m_spForward;
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ShaderProgram* m_SpForward;
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ShaderProgram* m_spScreen;
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ShaderProgram* m_SpScreen;
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ShaderProgram*m_spWater;
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ShaderProgram* m_SpWater;
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ShaderProgram*m_spWater2;
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ShaderProgram* m_SpWater2;
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GLuint m_ScreenQuad = 0;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitSphere = nullptr;
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@@ -82,22 +75,22 @@ private:
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Texture* m_StandardSpecular;
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Texture* m_StandardSpecular;
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Texture* m_WhiteSphereTexture;
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Texture* m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0; //DepthBuffer Texture
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GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture
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GLuint m_fbDeferred1 = 0; //Framebuffer for first pass
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GLuint m_FbDeferred1 = 0; //Framebuffer for first pass
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GLuint m_GDiffuse = 0; //Texture for diffuseColors
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GLuint m_GDiffuse = 0; //Texture for diffuseColors
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GLuint m_GPosition = 0; //Texture for positions
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GLuint m_GPosition = 0; //Texture for positions
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GLuint m_GNormal = 0; //Texture for normals
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GLuint m_GNormal = 0; //Texture for normals
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GLuint m_GSpecular = 0; //Texture for specular
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GLuint m_GSpecular = 0; //Texture for specular
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GLuint m_fbDeferred2 = 0; //Framebuffer that handles the lighting pass
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GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass
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GLuint m_tLighting = 0; //Texture for the lighting pass
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GLuint m_TLighting = 0; //Texture for the lighting pass
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GLuint m_fbDeferred3 = 0; //Frambuffer for handling the last pass.
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GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass.
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GLuint m_tFinal = 0; //Final Texture to be printed to screen
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GLuint m_TFinal = 0; //Final Texture to be printed to screen
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GLuint m_Gwater = 0; //Water Color Texture
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GLuint m_Gwater = 0; //Water Color Texture
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GLuint m_BWater; //Water blur texture
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GLuint m_BWater; //Water blur texture
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GLuint m_BWater2; //Water blur texture
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GLuint m_BWater2; //Water blur texture
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GLuint m_fbWater; //Waterpass Framebuffer
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GLuint m_FbWater; //Waterpass Framebuffer
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GLuint m_fbWaterBlur; //Waterpass Framebuffer
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GLuint m_FbWaterBlur; //Waterpass Framebuffer
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GLuint m_fbWaterBlur2; //Waterpass Framebuffer
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GLuint m_FbWaterBlur2; //Waterpass Framebuffer
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GLuint m_CurrentScreenBuffer = 0;
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GLuint m_CurrentScreenBuffer = 0;
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void LoadShaders();
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void LoadShaders();
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@@ -66,8 +66,9 @@ private:
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std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
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std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
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void CreateBody(EntityID entity);
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void CreateBody(EntityID entity);
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void CreateParticleSystem(float radius);
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b2ParticleSystem* m_ParticleSystem;
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std::vector<b2ParticleSystem*> m_ParticleSystem;
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std::vector<b2ParticleGroup*> t_ParticleGroup;
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std::vector<b2ParticleGroup*> t_ParticleGroup;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
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+78
-78
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
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LoadShaders();
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LoadShaders();
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CreateBuffers();
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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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}
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void dd::Renderer::LoadShaders()
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void dd::Renderer::LoadShaders()
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{
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{
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@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
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*/
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*/
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// Pass #1: Fill G-buffers
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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 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
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m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
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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(1, "GPosition");
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m_spDeferred1->BindFragDataLocation(2, "GNormal");
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m_SpDeferred1->BindFragDataLocation(2, "GNormal");
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m_spDeferred1->BindFragDataLocation(3, "GSpecular");
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m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
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m_spDeferred1->Link();
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m_SpDeferred1->Link();
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// Pass #2: Lighting
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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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//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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//Water Pass
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m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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m_spWater->Link();
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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 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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m_spWater2->Link();
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m_SpWater2->Link();
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// Pass #3: Combining into final image
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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 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
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m_spDeferred3->Link();
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m_SpDeferred3->Link();
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/*
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/*
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Forward rendering
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Forward rendering
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*/
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*/
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m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_spForward->Link();
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m_SpForward->Link();
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/*
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/*
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Screen draw
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Screen draw
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*/
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*/
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m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_spScreen->Link();
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m_SpScreen->Link();
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}
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}
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void dd::Renderer::CreateBuffers()
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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_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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m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glGenRenderbuffers(1, &m_RbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, 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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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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// Generate G-buffer textures
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Create first pass framebuffer
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// Create first pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred1);
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glGenFramebuffers(1, &m_FbDeferred1);
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glBindFramebuffer(GL_FRAMEBUFFER, 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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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_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_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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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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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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glDrawBuffers(4, firstPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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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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exit(EXIT_FAILURE);
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}
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}
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// Generate lighting texture
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// Generate lighting texture
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glGenTextures(1, &m_tLighting);
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glGenTextures(1, &m_TLighting);
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glBindTexture(GL_TEXTURE_2D, 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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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_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_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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Create second pass framebuffer
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// Create second pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred2);
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glGenFramebuffers(1, &m_FbDeferred2);
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glBindFramebuffer(GL_FRAMEBUFFER, 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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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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GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, secondPassDrawBuffers);
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glDrawBuffers(1, secondPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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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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exit(EXIT_FAILURE);
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}
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Fill water pass
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//Fill water pass
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glGenFramebuffers(1, &m_fbWater);
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glGenFramebuffers(1, &m_FbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, 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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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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GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterPassDrawBuffers);
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glDrawBuffers(1, waterPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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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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exit(EXIT_FAILURE);
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}
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//Fill waterBlur pass
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//Fill waterBlur pass
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glGenFramebuffers(1, &m_fbWaterBlur);
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glGenFramebuffers(1, &m_FbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, 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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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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GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, waterBlurDrawBuffers);
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glDrawBuffers(1, waterBlurDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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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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exit(EXIT_FAILURE);
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}
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}
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//water Blur texture2
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//water Blur texture2
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glGenTextures(1, &m_BWater2);
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glGenTextures(1, &m_BWater2);
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glBindTexture(GL_TEXTURE_2D, 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);
|
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);
|
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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
//Fill waterBlur pass2
|
//Fill waterBlur pass2
|
||||||
glGenFramebuffers(1, &m_fbWaterBlur2);
|
glGenFramebuffers(1, &m_FbWaterBlur2);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur2);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
|
||||||
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, waterBlur2DrawBuffers);
|
glDrawBuffers(1, waterBlur2DrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
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);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Generate final deferred texture
|
// Generate final deferred texture
|
||||||
glGenTextures(1, &m_tFinal);
|
glGenTextures(1, &m_TFinal);
|
||||||
glBindTexture(GL_TEXTURE_2D, 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);
|
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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
// Create third pass framebuffer
|
// Create third pass framebuffer
|
||||||
glGenFramebuffers(1, &m_fbDeferred3);
|
glGenFramebuffers(1, &m_FbDeferred3);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
|
||||||
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, thirdPassDrawBuffers);
|
glDrawBuffers(1, thirdPassDrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
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);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
|||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
glClearColor(1, 0, 0, 1);
|
glClearColor(1, 0, 0, 1);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spScreen->Bind();
|
m_SpScreen->Bind();
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
@@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
|||||||
glDepthMask(GL_TRUE);
|
glDepthMask(GL_TRUE);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||||
glClearColor(1, 1, 1, 1);
|
glClearColor(1, 1, 1, 1);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
m_spDeferred1->Bind();
|
m_SpDeferred1->Bind();
|
||||||
DrawScene(objects, *m_spDeferred1);
|
DrawScene(objects, *m_SpDeferred1);
|
||||||
|
|
||||||
// Pass #2: Lighting
|
// Pass #2: Lighting
|
||||||
glEnable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
|||||||
glBlendEquation(GL_FUNC_ADD);
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
glBlendFunc(GL_ONE, GL_ONE);
|
glBlendFunc(GL_ONE, GL_ONE);
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spDeferred2->Bind();
|
m_SpDeferred2->Bind();
|
||||||
DrawLightSpheres(lights);
|
DrawLightSpheres(lights);
|
||||||
|
|
||||||
// Pass #3: Combine into final deferred image
|
// Pass #3: Combine into final deferred image
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spDeferred3->Bind();
|
m_SpDeferred3->Bind();
|
||||||
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
}
|
}
|
||||||
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
|||||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
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);
|
// glClearColor(1, 0.9, 0.8f, 1);
|
||||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
m_spForward->Bind();
|
m_SpForward->Bind();
|
||||||
DrawScene(objects, *m_spForward);
|
DrawScene(objects, *m_SpForward);
|
||||||
|
|
||||||
//WaterPass
|
//WaterPass
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
|||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWater);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spWater->Bind();
|
m_SpWater->Bind();
|
||||||
DrawWater(objects);
|
DrawWater(objects);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -462,7 +462,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
|||||||
|
|
||||||
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||||
{
|
{
|
||||||
GLuint shaderProgramHandle = *m_spDeferred2;
|
GLuint shaderProgramHandle = *m_SpDeferred2;
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||||
@@ -499,7 +499,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
|||||||
|
|
||||||
void dd::Renderer::DrawWater(RenderQueue &rq)
|
void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||||
{
|
{
|
||||||
GLuint shaderProgramHandle = *m_spWater;
|
GLuint shaderProgramHandle = *m_SpWater;
|
||||||
|
|
||||||
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
||||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||||
@@ -528,16 +528,16 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
|||||||
|
|
||||||
|
|
||||||
//blur1
|
//blur1
|
||||||
shaderProgramHandle = *m_spWater2;
|
shaderProgramHandle = *m_SpWater2;
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbWaterBlur);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spWater2->Bind();
|
m_SpWater2->Bind();
|
||||||
//TODO: Add this in water particle component. Blurradius
|
//TODO: Add this in water particle component. Blurradius
|
||||||
float radius = 3.f;
|
float radius = 3.f;
|
||||||
|
|
||||||
@@ -552,14 +552,14 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
|||||||
|
|
||||||
|
|
||||||
//blur2
|
//blur2
|
||||||
shaderProgramHandle = *m_spWater2;
|
shaderProgramHandle = *m_SpWater2;
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
m_spWater2->Bind();
|
m_SpWater2->Bind();
|
||||||
|
|
||||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
||||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
||||||
@@ -617,7 +617,7 @@ GLuint dd::Renderer::CreateQuad()
|
|||||||
void dd::Renderer::DebugKeys()
|
void dd::Renderer::DebugKeys()
|
||||||
{
|
{
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||||
m_CurrentScreenBuffer = m_tFinal;
|
m_CurrentScreenBuffer = m_TFinal;
|
||||||
}
|
}
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||||
m_CurrentScreenBuffer = m_GDiffuse;
|
m_CurrentScreenBuffer = m_GDiffuse;
|
||||||
@@ -632,7 +632,7 @@ void dd::Renderer::DebugKeys()
|
|||||||
m_CurrentScreenBuffer = m_GSpecular;
|
m_CurrentScreenBuffer = m_GSpecular;
|
||||||
}
|
}
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||||
m_CurrentScreenBuffer = m_tLighting;
|
m_CurrentScreenBuffer = m_TLighting;
|
||||||
}
|
}
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
||||||
m_CurrentScreenBuffer = m_Gwater;
|
m_CurrentScreenBuffer = m_Gwater;
|
||||||
@@ -644,7 +644,7 @@ void dd::Renderer::DebugKeys()
|
|||||||
|
|
||||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
@@ -652,7 +652,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
|||||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||||
|
|
||||||
m_spScreen->Bind();
|
m_SpScreen->Bind();
|
||||||
|
|
||||||
glm::mat4 MVP;
|
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 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||||
MVP = PV * modelMatrix;
|
MVP = PV * modelMatrix;
|
||||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
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, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||||
|
|||||||
@@ -29,10 +29,10 @@ void dd::Systems::PhysicsSystem::Initialize()
|
|||||||
|
|
||||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||||
{
|
{
|
||||||
b2ParticleSystemDef m_ParticleSystemDef;
|
float radius = 0.13f;
|
||||||
m_ParticleSystemDef.radius = 0.13f;
|
|
||||||
|
|
||||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
|
||||||
|
CreateParticleSystem(radius);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||||
@@ -148,7 +148,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
|||||||
|
|
||||||
}
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}
|
||||||
|
|
||||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
b2Vec2* positionBuffer = m_ParticleSystem[0]->GetPositionBuffer();
|
||||||
for (auto i : m_EntitiesToParticleHandle) {
|
for (auto i : m_EntitiesToParticleHandle) {
|
||||||
EntityID entity = i.first;
|
EntityID entity = i.first;
|
||||||
b2ParticleHandle* particleH = i.second;
|
b2ParticleHandle* particleH = i.second;
|
||||||
@@ -297,29 +297,38 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
|||||||
|
|
||||||
b2ParticleGroupDef pd;
|
b2ParticleGroupDef pd;
|
||||||
b2PolygonShape shape;
|
b2PolygonShape shape;
|
||||||
|
//TODO: FIX SO IT CAN NOTICE WHAT PARTICLE SYSTEM IS WATER! [0] IS A FUCKING BULLSHIT FIX.
|
||||||
|
|
||||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||||
pd.shape = &shape;
|
pd.shape = &shape;
|
||||||
pd.flags = b2_tensileParticle;
|
pd.flags = b2_tensileParticle;
|
||||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||||
t_ParticleGroup.push_back(m_ParticleSystem->CreateParticleGroup(pd));
|
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||||
{
|
{
|
||||||
auto t_waterparticle = m_World->CreateEntity(e);
|
auto t_waterparticle = m_World->CreateEntity(e);
|
||||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||||
|
|
||||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||||
m_World->CommitEntity(t_waterparticle);
|
m_World->CommitEntity(t_waterparticle);
|
||||||
|
|
||||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void dd::Systems::PhysicsSystem::CreateParticleSystem(float radius)
|
||||||
|
{
|
||||||
|
b2ParticleSystemDef m_ParticleSystemDef;
|
||||||
|
m_ParticleSystemDef.radius = radius;
|
||||||
|
|
||||||
|
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
|
||||||
|
}
|
||||||
|
|
||||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||||
{
|
{
|
||||||
if (m_ContactListener != nullptr) {
|
if (m_ContactListener != nullptr) {
|
||||||
|
|||||||
Reference in New Issue
Block a user