split render pipelines
This commit is contained in:
@@ -42,22 +42,8 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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// Setup color attachment (texture)
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texture = create_texture(width, height, format);
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glGenTextures(1, &positions);
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glBindTexture(GL_TEXTURE_2D, positions);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
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glGenTextures(1, &normals);
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glBindTexture(GL_TEXTURE_2D, normals);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
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unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, attachments);
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unsigned int attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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// Setup depth attachment
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glGenRenderbuffers(1, &depth);
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@@ -74,7 +60,6 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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Framebuffer::~Framebuffer() {
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &normals);
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glDeleteTextures(1, &depth);
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}
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@@ -86,19 +71,6 @@ void Framebuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Framebuffer::bindBuffers() {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->getId());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, positions);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, normals);
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glActiveTexture(GL_TEXTURE0);
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}
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void Framebuffer::resize(uint width, uint height) {
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if (this->width == width && this->height == height) {
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return;
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@@ -112,16 +84,6 @@ void Framebuffer::resize(uint width, uint height) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, positions);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
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glBindTexture(GL_TEXTURE_2D, normals);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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texture = create_texture(width, height, format);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -10,8 +10,6 @@ class Texture;
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class Framebuffer : public Bindable {
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uint fbo;
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uint depth;
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uint positions;
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uint normals;
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uint width;
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uint height;
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uint format;
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@@ -27,8 +25,6 @@ public:
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/// @brief Stop using framebuffer
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void unbind() override;
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void bindBuffers();
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/// @brief Update framebuffer texture size
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/// @param width new width
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/// @param height new height
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@@ -117,7 +117,7 @@ void GBuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void GBuffer::bindBuffers() {
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void GBuffer::bindBuffers() const {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, normalsBuffer);
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@@ -177,6 +177,16 @@ void GBuffer::resize(uint width, uint height) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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std::unique_ptr<ImageData> GBuffer::toImage() const {
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auto data = std::make_unique<ubyte[]>(width * height * 3);
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glBindTexture(GL_TEXTURE_2D, colorBuffer);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, data.get());
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glBindTexture(GL_TEXTURE_2D, 0);
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return std::make_unique<ImageData>(
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ImageFormat::rgb888, width, height, std::move(data)
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);
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}
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uint GBuffer::getWidth() const {
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return width;
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}
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@@ -2,21 +2,24 @@
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#include "typedefs.hpp"
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#include "commons.hpp"
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#include "ImageData.hpp"
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class GBuffer : public Bindable{
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class GBuffer : public Bindable {
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public:
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GBuffer(uint width, uint height);
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~GBuffer();
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~GBuffer() override;
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void bind() override;
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void unbind() override;
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void bindBuffers();
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void bindBuffers() const;
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void resize(uint width, uint height);
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uint getWidth() const;
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uint getHeight() const;
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std::unique_ptr<ImageData> toImage() const;
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private:
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uint width;
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uint height;
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@@ -1,6 +1,7 @@
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#include "PostProcessing.hpp"
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#include "Mesh.hpp"
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#include "Shader.hpp"
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#include "GBuffer.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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#include "DrawContext.hpp"
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@@ -60,22 +61,65 @@ PostProcessing::PostProcessing(size_t effectSlotsCount)
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PostProcessing::~PostProcessing() = default;
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void PostProcessing::use(DrawContext& context) {
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void PostProcessing::use(DrawContext& context, bool gbufferPipeline) {
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const auto& vp = context.getViewport();
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if (fbo) {
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fbo->resize(vp.x, vp.y);
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fboSecond->resize(vp.x, vp.y);
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if (gbufferPipeline) {
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if (gbuffer == nullptr) {
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gbuffer = std::make_unique<GBuffer>(vp.x, vp.y);
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} else {
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gbuffer->resize(vp.x, vp.y);
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}
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context.setFramebuffer(gbuffer.get());
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} else {
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fbo = std::make_unique<Framebuffer>(vp.x, vp.y);
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fboSecond = std::make_unique<Framebuffer>(vp.x, vp.y);
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if (fbo) {
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fbo->resize(vp.x, vp.y);
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fboSecond->resize(vp.x, vp.y);
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} else {
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fbo = std::make_unique<Framebuffer>(vp.x, vp.y);
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fboSecond = std::make_unique<Framebuffer>(vp.x, vp.y);
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}
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context.setFramebuffer(fbo.get());
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}
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context.setFramebuffer(fbo.get());
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}
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void PostProcessing::configureEffect(
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const DrawContext& context,
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Shader& shader,
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float timer,
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const Camera& camera,
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uint shadowMap
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) {
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const auto& viewport = context.getViewport();
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if (!ssaoConfigured) {
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for (unsigned int i = 0; i < 64; ++i) {
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auto name = "u_ssaoSamples["+ std::to_string(i) + "]";
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shader.uniform3f(name, ssaoKernel[i]);
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}
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ssaoConfigured = true;
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}
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shader.uniform1i("u_screen", 0);
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if (gbuffer) {
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shader.uniform1i("u_position", 1);
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shader.uniform1i("u_normal", 2);
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}
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shader.uniform1i("u_noise", 3);
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shader.uniform1i("u_shadows", 4);
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shader.uniform2i("u_screenSize", viewport);
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shader.uniform1f("u_timer", timer);
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shader.uniform1i("u_enableShadows", shadowMap != 0);
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shader.uniformMatrix("u_projection", camera.getProjection());
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}
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void PostProcessing::render(
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const DrawContext& context, const Assets& assets, float timer, const Camera& camera, uint depthMap
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const DrawContext& context,
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const Assets& assets,
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float timer,
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const Camera& camera,
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uint shadowMap
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) {
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if (fbo == nullptr) {
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if (fbo == nullptr && gbuffer == nullptr) {
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throw std::runtime_error("'use(...)' was never called");
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}
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int totalPasses = 0;
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@@ -83,40 +127,24 @@ void PostProcessing::render(
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totalPasses += (effect != nullptr && effect->isActive());
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}
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if (totalPasses == 0) {
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auto& effect = assets.require<PostEffect>("default");
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fbo->getTexture()->bind();
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fbo->bindBuffers();
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if (gbuffer) {
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gbuffer->bindBuffers();
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, shadowMap);
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} else {
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fbo->getTexture()->bind();
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}
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const auto& viewport = context.getViewport();
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glActiveTexture(GL_TEXTURE0);
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if (totalPasses == 0) {
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auto& effect = assets.require<PostEffect>("default");
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auto& shader = effect.use();
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if (!ssaoConfigured) {
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for (unsigned int i = 0; i < 64; ++i) {
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auto name = "samples["+ std::to_string(i) + "]";
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shader.uniform3f(name, ssaoKernel[i]);
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}
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ssaoConfigured = true;
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}
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shader.uniform1i("u_screen", 0);
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shader.uniform1i("u_position", 1);
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shader.uniform1i("u_normal", 2);
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shader.uniform1i("u_noise", 3);
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shader.uniform1i("u_shadows", 4);
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shader.uniform2i("u_screenSize", viewport);
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shader.uniform1f("u_timer", timer);
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shader.uniform1f("near_plane", camera.near);
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shader.uniform1f("far_plane", camera.far);
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shader.uniformMatrix("u_projection", camera.getProjection());
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configureEffect(context, shader, timer, camera, shadowMap);
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quadMesh->draw();
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return;
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}
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@@ -127,21 +155,9 @@ void PostProcessing::render(
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continue;
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}
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auto& shader = effect->use();
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configureEffect(context, shader, timer, camera, shadowMap);
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for (unsigned int i = 0; i < 64; ++i) {
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shader.uniform3f("samples["+ std::to_string(i) + "]", ssaoKernel[i]);
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}
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const auto& viewport = context.getViewport();
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shader.uniform1i("u_screen", 0);
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shader.uniform1i("u_position", 1);
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shader.uniform1i("u_normal", 2);
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shader.uniform1i("u_noise", 3);
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shader.uniform2i("u_screenSize", viewport);
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shader.uniform1f("u_timer", timer);
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shader.uniformMatrix("u_projection", camera.getProjView(false));
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fbo->getTexture()->bind();
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fbo->bindBuffers();
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if (currentPass < totalPasses) {
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fboSecond->bind();
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@@ -165,6 +181,9 @@ PostEffect* PostProcessing::getEffect(size_t slot) {
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}
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std::unique_ptr<ImageData> PostProcessing::toImage() {
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if (gbuffer) {
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return gbuffer->toImage();
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}
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return fbo->getTexture()->readData();
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}
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@@ -12,6 +12,8 @@ class DrawContext;
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class ImageData;
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class PostEffect;
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class Camera;
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class GBuffer;
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class Shader;
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struct PostProcessingVertex {
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glm::vec2 position;
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@@ -25,29 +27,25 @@ struct PostProcessingVertex {
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/// @attention Current implementation does not support multiple render passes
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/// for multiple effects. Will be implemented in v0.21
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class PostProcessing {
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/// @brief Main framebuffer (lasy field)
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std::unique_ptr<Framebuffer> fbo;
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std::unique_ptr<Framebuffer> fboSecond;
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/// @brief Fullscreen quad mesh as the post-processing canvas
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std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
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std::vector<std::shared_ptr<PostEffect>> effectSlots;
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std::vector<glm::vec3> ssaoKernel;
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uint noiseTexture;
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bool ssaoConfigured = false;
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public:
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PostProcessing(size_t effectSlotsCount);
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~PostProcessing();
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/// @brief Prepare and bind framebuffer
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/// @param context graphics context will be modified
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void use(DrawContext& context);
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void use(DrawContext& context, bool gbufferPipeline);
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/// @brief Render fullscreen quad using the passed shader
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/// with framebuffer texture bound
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/// @param context graphics context
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/// @throws std::runtime_error if use(...) wasn't called before
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void render(const DrawContext& context, const Assets& assets, float timer, const Camera& camera, uint depthMap);
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void render(
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const DrawContext& context,
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const Assets& assets,
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float timer,
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const Camera& camera,
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uint shadowMap
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);
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void setEffect(size_t slot, std::shared_ptr<PostEffect> effect);
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@@ -57,4 +55,24 @@ public:
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std::unique_ptr<ImageData> toImage();
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Framebuffer* getFramebuffer() const;
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private:
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void configureEffect(
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const DrawContext& context,
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Shader& shader,
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float timer,
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const Camera& camera,
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uint shadowMap
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);
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/// @brief Main framebuffer (lasy field)
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std::unique_ptr<Framebuffer> fbo;
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std::unique_ptr<Framebuffer> fboSecond;
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/// @brief Fullscreen quad mesh as the post-processing canvas
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std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
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std::vector<std::shared_ptr<PostEffect>> effectSlots;
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std::unique_ptr<GBuffer> gbuffer;
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std::vector<glm::vec3> ssaoKernel;
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uint noiseTexture;
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bool ssaoConfigured = false;
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};
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@@ -103,7 +103,7 @@ WorldRenderer::WorldRenderer(
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assets->require<Shader>("skybox_gen")
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);
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shadowMap = std::make_unique<ShadowMap>(1024);
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shadowMap = std::make_unique<ShadowMap>(1024 * 4);
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shadowCamera = std::make_unique<Camera>();
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}
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@@ -373,18 +373,18 @@ void WorldRenderer::draw(
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auto& shadowsShader = assets.require<Shader>("shadows");
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if (gbufferPipeline) {
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float shadowMapScale = 0.05f;
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float shadowMapScale = 0.05f * 2;
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float shadowMapSize = shadowMap->getResolution() * shadowMapScale;
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*shadowCamera = Camera(camera.position, shadowMapSize);
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shadowCamera->near = 0.5f;
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shadowCamera->far = 600.0f;
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shadowCamera->perspective = false;
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shadowCamera->setAspectRatio(1.0f);
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shadowCamera->rotate(glm::radians(-65.0f), glm::radians(-35.0f), glm::radians(-35.0f));
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shadowCamera->rotate(glm::radians(-64.0f), glm::radians(-35.0f), glm::radians(-35.0f));
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//shadowCamera.perspective = false;
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/*shadowCamera.rotation = //glm::inverse(
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glm::lookAt({}, glm::normalize(shadowCamera.position-camera.position), glm::vec3(0, 1, 0));
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//);*/
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// shadowCamera->rotation = glm::inverse(
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// glm::lookAt({}, glm::normalize(camera.position-shadowCamera->position), glm::vec3(0, 1, 0))
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// );
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shadowCamera->updateVectors();
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//shadowCamera->position += camera.dir * shadowMapSize * 0.5f;
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shadowCamera->position -= shadowCamera->front * 100.0f;
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@@ -406,16 +406,7 @@ void WorldRenderer::draw(
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/* World render scope with diegetic HUD included */ {
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DrawContext wctx = pctx.sub();
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if (gbufferPipeline) {
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if (gbuffer == nullptr) {
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gbuffer = std::make_unique<GBuffer>(vp.x, vp.y);
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} else {
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gbuffer->resize(vp.x, vp.y);
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}
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wctx.setFramebuffer(gbuffer.get());
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} else {
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postProcessing.use(wctx);
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}
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postProcessing.use(wctx, gbufferPipeline);
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display::clearDepth();
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@@ -446,7 +437,13 @@ void WorldRenderer::draw(
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//renderBlockOverlay(wctx);
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}
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postProcessing.render(pctx, assets, timer, camera, shadowMap->getDepthMap());
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postProcessing.render(
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pctx,
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assets,
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timer,
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camera,
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gbufferPipeline ? shadowMap->getDepthMap() : 0
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);
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}
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void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
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@@ -54,9 +54,7 @@ class WorldRenderer {
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float timer = 0.0f;
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bool debug = false;
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bool lightsDebug = false;
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std::unique_ptr<GBuffer> gbuffer;
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bool gbufferPipeline = false;
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bool gbufferPipeline = true;
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/// @brief Render block selection lines
|
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void renderBlockSelection();
|
||||
|
||||
Reference in New Issue
Block a user