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@@ -463,3 +463,104 @@ void dd::Renderer::DebugKeys()
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m_CurrentScreenBuffer = m_tLighting;
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}
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}
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//Niklas is trying to get frames to work.
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void dd::Renderer::DrawFrame(RenderQueuePair &rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
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//glm::mat4 MVP;
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m_ForwardRendering.Bind();
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//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
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//{
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// Model* model;
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// glm::mat4 modelMatrix;
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// bool visible;
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// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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// if (!visible)
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// continue;
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// MVP = cameraMatrix * modelMatrix;
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
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// glBindVertexArray(model->VAO);
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// for (auto texGroup : model->TextureGroups)
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// {
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// glActiveTexture(GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
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// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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// }
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//}
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for (auto &job : rq.Forward)
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{
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//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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//if (modelJob)
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//{
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// glm::mat4 modelMatrix = modelJob->ModelMatrix;
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// MVP = cameraMatrix * modelMatrix;
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// depthMVP = depthCameraMatrix * modelMatrix;
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// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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// //glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
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// glBindVertexArray(modelJob->VAO);
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// glActiveTexture(GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
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// if (modelJob->NormalTexture != 0)
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// {
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// glActiveTexture(GL_TEXTURE2);
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// glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
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// }
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// if (modelJob->SpecularTexture)
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// {
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// glActiveTexture(GL_TEXTURE3);
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// glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
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// }
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// glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
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// continue;
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//}
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (spriteJob)
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{
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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continue;
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}
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}
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}
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//Niklas is trying to get frames to work./end
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