unfinished bgfx code, forward renderer and sprite jobs kind of complete, differed non-existent. Use only in extreme emergency!
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@@ -46,7 +46,7 @@ private:
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GLFWwindow* m_Window = nullptr;
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GLFWwindow* m_Window = nullptr;
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void DrawForward();
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void DrawForward(RenderQueue &objects);
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightScene(RenderQueue &objects, ShaderProgram &program);
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@@ -59,6 +59,12 @@ private:
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spForward;
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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ShaderProgram* m_spScreen;
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bgfx::UniformHandle s_diffTexture;
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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bgfx::ProgramHandle m_spForward;
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//TODO: Shaders, CreateBuffers, Draw forward, drawdeferred, drawscene, drawlights.
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//TODO: Shaders, CreateBuffers, Draw forward, drawdeferred, drawscene, drawlights.
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};
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};
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@@ -47,8 +47,8 @@ void dd::BGFXRenderer::Draw(RenderQueueCollection& rq) {
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//TODO: Fix this shit.
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//TODO: Fix this shit.
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//Draw the different passes.
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//Draw the different passes.
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DrawDeferred(rq.Deferred, rq.Lights);
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//DrawDeferred(rq.Deferred, rq.Lights);
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//DrawForward(); //For alpha things
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DrawForward(rq.Forward);
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//Settings for the last combination of images.
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//Settings for the last combination of images.
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//Clear
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//Clear
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@@ -88,8 +88,44 @@ void dd::BGFXRenderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) {
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//Bind light and gbuffer textures to uniforms so the shader can use them.
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//Bind light and gbuffer textures to uniforms so the shader can use them.
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}
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}
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void dd::BGFXRenderer::DrawForward(RenderQueue &objects){
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//set view 0 clear state.
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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//loadshaders
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DrawScene(objects, *m_spForward); //Need to load/set this shader program
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}
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void dd::BGFXRenderer::DrawScene(RenderQueue &objects, ShaderProgram &program) {
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void dd::BGFXRenderer::DrawScene(RenderQueue &objects, ShaderProgram &program) {
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//Init shaderprogram
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GLuint shaderProgramHandle = program;
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glm::mat4 viewMatrix = m_Camera->ViewMatrix();
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glm::mat4 PV = m_Camera->ProjectionMatrix() * viewMatrix;
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glm::mat4 MVP;
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s_diffTexture = bgfx::createUniform("s_diffTexture", bgfx::UniformType::Int1);
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m_spForward =
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for (auto &job : objects) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if(spriteJob) {
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glm::mat4 modelMatrix = spriteJob->ModelMatrix;
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MVP = PV * modelMatrix;
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//Bind uniforms
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bgfx::setVertexBuffer(m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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bgfx::setTexture(0, s_diffTexture, spriteJob->Texture);
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//BindVertexArray
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//DrawArrays
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bgfx::submit(0, program);
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}
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}
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//Fix the camera matrises
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//Fix the camera matrises
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@@ -105,6 +141,7 @@ void dd::BGFXRenderer::DrawLightScene(RenderQueue &objects, ShaderProgram &progr
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//Loop through the jobs and draw them with the right uniforms and shit.
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//Loop through the jobs and draw them with the right uniforms and shit.
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}
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}
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void dd::BGFXRenderer::debugKeys() {
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void dd::BGFXRenderer::debugKeys() {
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//TODO: Insert keys to debug rendering.
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//TODO: Insert keys to debug rendering.
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