Merge branch 'master' into FrameAttempt
This commit is contained in:
@@ -113,6 +113,8 @@ void dd::Renderer::CreateBuffers()
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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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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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@@ -208,7 +210,7 @@ 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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DrawDeferred(rq.Deferred, rq.Lights);
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rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
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DrawForward(rq.Forward, rq.Lights);
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@@ -289,8 +291,8 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
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glClearColor(1, 0.9, 0.8f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// glClearColor(1, 0.9, 0.8f, 1);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_spForward->Bind();
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DrawScene(objects, *m_spForward);
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@@ -324,12 +326,20 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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if (modelJob->NormalTexture != 0) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
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} else {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
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}
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if (modelJob->SpecularTexture != 0) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
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} else {
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glActiveTexture(GL_TEXTURE2);
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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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