Merge remote-tracking branch 'origin/master' into gui
Conflicts: include/Core/Engine.h include/Core/RenderQueue.h include/Core/Renderer.h src/game/Core/Renderer.cpp
This commit is contained in:
+209
-9
@@ -91,6 +91,12 @@ void dd::Renderer::LoadShaders()
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//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
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m_spDeferred2->Link();
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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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m_spDeferred3->Link();
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@@ -110,11 +116,13 @@ 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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m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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@@ -149,6 +157,13 @@ 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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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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@@ -185,14 +200,75 @@ void dd::Renderer::CreateBuffers()
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exit(EXIT_FAILURE);
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}
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//Fill Water Texture
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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_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 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_Gwater, 0);
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GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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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_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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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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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
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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_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 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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}
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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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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Create third pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred3);
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@@ -209,13 +285,13 @@ void dd::Renderer::CreateBuffers()
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void dd::Renderer::Draw(RenderQueueCollection& rq)
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{
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DrawDeferred(rq.Deferred, rq.Lights);
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rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
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DrawDeferred(rq.Deferred, rq.Lights);
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DrawForward(rq.Forward, rq.Lights);
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DrawGUI(rq.GUI);
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// Finally: Draw the deferred+forward combined texture to the screen
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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@@ -257,7 +333,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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glBlendFunc(GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
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glClearColor(0, 0, 0, 1);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spDeferred2->Bind();
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DrawLightSpheres(lights);
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@@ -266,7 +342,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glClearColor(0, 0, 0, 1);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spDeferred3->Bind();
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glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
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@@ -280,7 +356,6 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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{
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// Forward-render semi-transparent objects on top of the current framebuffer
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glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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@@ -296,6 +371,19 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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m_spForward->Bind();
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DrawScene(objects, *m_spForward);
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//WaterPass
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glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater->Bind();
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DrawWater(objects);
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}
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void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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@@ -311,6 +399,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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if (modelJob) {
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glm::mat4 modelMatrix = modelJob->ModelMatrix;
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MVP = PV * modelMatrix;
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glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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@@ -318,7 +407,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightSpecular"), 1, glm::value_ptr(glm::vec3(1.f)));
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glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightDiffuse"), 1, glm::value_ptr(glm::vec3(1.f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "LightRadius"), 40.0f);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
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glActiveTexture(GL_TEXTURE0);
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@@ -339,7 +427,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
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}
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glBindVertexArray(modelJob->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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@@ -355,6 +442,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
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@@ -409,6 +497,112 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
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}
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}
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void dd::Renderer::DrawWater(RenderQueue &rq)
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{
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GLuint shaderProgramHandle = *t_m_spWater;
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glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
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glm::mat4 viewMatrix = m_Camera->ViewMatrix();
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glm::mat4 PV = projectionMatrix * viewMatrix;
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glm::mat4 MVP;
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for ( auto &job : rq ) {
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auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
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if (waterJob) {
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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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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE,
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glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE,
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glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
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glBindVertexArray(m_UnitQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
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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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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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t_m_spWater2->Bind();
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float radius = 3.f;
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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.Width);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
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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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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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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"), radius);
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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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int i = 0;
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for ( auto &job : particles ) {
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auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
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if (!waterJob)
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continue;
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waterVerts[i ] = waterJob->Position.x;
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waterVerts[i+1] = waterJob->Position.y;
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waterVerts[i+2] = waterJob->Position.z;
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i+3;
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}
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GLuint vbo[1], vao;
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glGenBuffers(1, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vao;
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}
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GLuint dd::Renderer::CreateQuad()
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{
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float quadVertices[] =
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@@ -472,6 +666,12 @@ void dd::Renderer::DebugKeys()
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if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
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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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}
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if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
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m_CurrentScreenBuffer = t_m_BWater;
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}
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}
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void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
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Block a user