Added renderQueue for water and created buffers for the water to use.
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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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