Added renderQueue for water and created buffers for the water to use.
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@@ -440,6 +440,15 @@ public:
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}
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color)
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{
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WaterParticleJob job;
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job.Position = position;
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job.Color = color;
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m_RendererQueue.Deferred.Add(job);
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}
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private:
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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@@ -115,6 +115,12 @@ struct PointLightJob : RenderJob
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}
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};
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struct WaterParticleJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec4 Color;
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};
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class RenderQueue
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{
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public:
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@@ -153,12 +159,14 @@ struct RenderQueueCollection
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue Water;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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Water.Clear();
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}
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void Sort()
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@@ -166,6 +174,8 @@ struct RenderQueueCollection
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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//TODO: Is water sort needed?
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Water.Sort();
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}
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};
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@@ -72,6 +72,7 @@ private:
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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ShaderProgram* t_m_spWater;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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@@ -89,6 +90,12 @@ private:
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GLuint m_tLighting = 0;
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GLuint m_fbDeferred3 = 0;
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GLuint m_tFinal = 0;
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//Water "Diffuse" texture
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GLuint t_m_GWater = 0;
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//Water blur texture
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GLuint t_m_tWater;
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//WAterpass Framebuffer
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GLuint t_m_fbWater;
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GLuint m_CurrentScreenBuffer = 0;
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void LoadShaders();
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@@ -101,6 +108,7 @@ private:
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void DrawForward(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightSpheres(RenderQueue &lights);
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void DrawWater(RenderQueue &objects);
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void DebugKeys();
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};
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@@ -149,6 +149,15 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//WaterTest
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glGenTextures(1, &t_m_GWater);
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glBindTexture(GL_TEXTURE_2D, t_m_GWater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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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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@@ -158,8 +167,10 @@ void dd::Renderer::CreateBuffers()
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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_ATTACHMENT3, GL_TEXTURE_2D, m_GSpecular, 0);
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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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//WaterTest
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, t_m_GWater, 0);
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GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4 };
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glDrawBuffers(5, 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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exit(EXIT_FAILURE);
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@@ -185,6 +196,26 @@ void dd::Renderer::CreateBuffers()
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exit(EXIT_FAILURE);
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}
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//Blur the water
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glGenTextures(1, &t_m_tWater);
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glBindTexture(GL_TEXTURE_2D, t_m_tWater);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Blur water pass
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glGenFramebuffers(1, &t_m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_tWater, 0);
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GLenum waterPassDrawBuffers[] = { 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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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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