Water now blurred and looking kinda water like
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@@ -94,6 +94,8 @@ void dd::Renderer::LoadShaders()
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//Water Pass
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t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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t_m_spWater->Link();
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t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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t_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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@@ -114,6 +116,7 @@ void dd::Renderer::LoadShaders()
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void dd::Renderer::CreateBuffers()
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{
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//TODO: Make the most common cases of texture create and FBO create into a function so it's not so cluttered in here.
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m_ScreenQuad = CreateQuad();
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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@@ -211,7 +214,47 @@ void dd::Renderer::CreateBuffers()
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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_Gwater, 0);
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GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, secondPassDrawBuffers);
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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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exit(EXIT_FAILURE);
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}
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//water Blur texture
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glGenTextures(1, &t_m_BWater);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater);
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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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//Fill waterBlur pass
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glGenFramebuffers(1, &t_m_fbWaterBlur);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_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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exit(EXIT_FAILURE);
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}
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//water Blur texture2
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glGenTextures(1, &t_m_BWater2);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
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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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//Fill waterBlur pass2
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glGenFramebuffers(1, &t_m_fbWaterBlur2);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_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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exit(EXIT_FAILURE);
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@@ -318,6 +361,8 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
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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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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@@ -460,10 +505,8 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
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glm::mat4 PV = projectionMatrix * viewMatrix;
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glm::mat4 MVP;
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for ( auto &job : waterParticles ) {
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LOG_INFO("1");
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auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
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if (waterJob) {
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LOG_INFO("2");
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glm::mat4 modelMatrix = waterJob->ModelMatrix;
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MVP = PV * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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@@ -480,8 +523,47 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
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glDrawElementsBaseVertex(GL_TRIANGLES, m_UnitQuad->m_Indices.size(), GL_UNSIGNED_INT, 0, 0);
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}
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}
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//blur1
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shaderProgramHandle = *t_m_spWater2;
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glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater2->Bind();
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 2.0f);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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//blur2
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shaderProgramHandle = *t_m_spWater2;
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glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater2->Bind();
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 2.0f);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t_m_BWater);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
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{
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float waterVerts[particles.Size()];
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@@ -577,6 +659,6 @@ void dd::Renderer::DebugKeys()
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m_CurrentScreenBuffer = m_tLighting;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
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m_CurrentScreenBuffer = t_m_Gwater;
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m_CurrentScreenBuffer = t_m_BWater2;
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}
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}
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