1036 lines
33 KiB
C++
1036 lines
33 KiB
C++
#include "SceneRenderer.h"
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#include "src/Rendering/Shaders/ShaderManager.h"
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#include "src/Scene/Components/BSPBrushComponent.h"
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#include "src/Scene/Components/SpriteComponent.h"
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#include "src/Scene/Components/ParticleEmitterComponent.h"
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#include <glad/glad.h>
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#include <src/Scene/Components/SkinnedModelComponent.h>
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#include <src/Vendors/imgui/imgui.h>
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namespace Nuake
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{
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void SceneRenderer::Init()
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{
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const auto defaultResolution = Vector2(1920, 1080);
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mGBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT); // Depth
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0); // Albedo
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT1); // Normal
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGBA), GL_COLOR_ATTACHMENT2); // Material + unlit
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auto entityTexture = CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT);
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entityTexture->SetParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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mGBuffer->SetTexture(entityTexture, GL_COLOR_ATTACHMENT3); // Entity ID
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mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED, GL_R16F, GL_FLOAT), GL_COLOR_ATTACHMENT4); // Emissive
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mShadingBuffer = CreateScope<FrameBuffer>(true, defaultResolution);
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mShadingBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB, GL_RGB16F, GL_FLOAT));
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mShadingBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT); // Depth
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mToneMapBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
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mToneMapBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
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mBarrelDistortionBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
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mBarrelDistortionBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
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mVignetteBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
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mVignetteBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
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mDOFBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
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mDOFBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
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mOutlineBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
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mOutlineBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
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// Generate debug meshes
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std::vector<Vertex> lineVertices
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{
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{ Vector3(0, 0, 0), Vector2(0, 0), Vector3(0, 0, 0) },
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{ Vector3(1, 1, 1), Vector2(0, 0), Vector3(0, 0, 0) }
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};
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std::vector<uint32_t> lineIndices
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{
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0, 1
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};
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// Debug shapes
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mLineMesh = CreateRef<Mesh>();
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mLineMesh->AddSurface(lineVertices, lineIndices);
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mBoxGizmo = CreateRef<BoxGizmo>();
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mBoxGizmo->CreateMesh();
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mSphereGizmo = CreateRef<SphereGizmo>();
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mSphereGizmo->CreateMesh();
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mCylinderGizmo = CreateRef<CylinderGizmo>();
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mCylinderGizmo->CreateMesh();
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mCapsuleGizmo = CreateRef<CapsuleGizmo>();
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mCapsuleGizmo->CreateMesh();
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}
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void SceneRenderer::Cleanup()
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{
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}
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void SceneRenderer::Update(const Timestep time)
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{
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// Delete debug shapes that are dead
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std::erase_if(mDebugLines, [](const DebugLine& line)
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{
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return line.Life < 0.0f;
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});
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std::erase_if(mDebugShapes, [](const DebugShape& shape)
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{
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return shape.Life < 0.0f;
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});
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for (auto& line : mDebugLines)
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{
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line.Life -= time;
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}
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for (auto& shape : mDebugShapes)
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{
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shape.Life -= time;
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}
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}
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void SceneRenderer::BeginRenderScene(const Matrix4& projection, const Matrix4& view, const Vector3& camPos)
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{
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mProjection = projection;
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mView = view;
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mCamPos = camPos;
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}
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/// <summary>
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/// Renders a scene to a framebuffer. The size of the framebuffer will be used.
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/// </summary>
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/// <param name="scene">Scene to render</param>
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/// <param name="framebuffer">Framebuffer to render the scene to. Should be in the right size</param>
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void SceneRenderer::RenderScene(Scene& scene, FrameBuffer& framebuffer)
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{
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// Renders all shadow maps
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ShadowPass(scene);
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mGBuffer->QueueResize(framebuffer.GetSize());
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GBufferPass(scene);
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// SSAO
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const auto& sceneEnv = scene.GetEnvironment();
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if (sceneEnv->SSAOEnabled)
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{
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sceneEnv->mSSAO->Resize(framebuffer.GetSize());
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sceneEnv->mSSAO->Draw(mGBuffer.get(), mProjection, mView);
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}
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else
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{
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sceneEnv->mSSAO->Clear();
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}
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mShadingBuffer->QueueResize(framebuffer.GetSize());
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ShadingPass(scene);
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// Blit depth buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mGBuffer->GetRenderID());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShadingBuffer->GetRenderID());
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glBlitFramebuffer(
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0, 0, mShadingBuffer->GetSize().x, mShadingBuffer->GetSize().y, // Source rectangle (x0, y0, x1, y1)
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0, 0, mShadingBuffer->GetSize().x, mShadingBuffer->GetSize().y, // Destination rectangle (x0, y0, x1, y1)
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GL_DEPTH_BUFFER_BIT, // Bitmask indicating which buffers to copy
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GL_NEAREST // Filtering mode (NEAREST or LINEAR)
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);
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DebugRendererPass(scene);
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Ref<Texture> finalOutput = mShadingBuffer->GetTexture();
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if (scene.GetEnvironment()->BloomEnabled)
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{
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sceneEnv->mBloom->SetSource(mShadingBuffer->GetTexture());
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sceneEnv->mBloom->Resize(framebuffer.GetSize());
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sceneEnv->mBloom->Draw();
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finalOutput = sceneEnv->mBloom->GetOutput();
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}
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const auto view = scene.m_Registry.view<LightComponent>();
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auto lightList = std::vector<LightComponent>();
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for (auto l : view)
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{
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auto& lc = view.get<LightComponent>(l);
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if (lc.Type == Directional && lc.IsVolumetric && lc.CastShadows)
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lightList.push_back(lc);
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}
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glDepthMask(false);
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if (sceneEnv->VolumetricEnabled)
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{
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sceneEnv->mVolumetric->Resize(framebuffer.GetSize());
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sceneEnv->mVolumetric->SetDepth(mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT).get());
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sceneEnv->mVolumetric->Draw(mProjection, mView, mCamPos, lightList);
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//finalOutput = mVolumetric->GetFinalOutput().get();
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// combine
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/combine.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", finalOutput.get(), 0);
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shader->SetUniformTex("u_Source2", sceneEnv->mVolumetric->GetFinalOutput().get(), 1);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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}
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else
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{
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", finalOutput.get(), 0);
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Renderer::DrawQuad();
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}
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}
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finalOutput = framebuffer.GetTexture();
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// Copy final output to target framebuffer
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mToneMapBuffer->QueueResize(framebuffer.GetSize());
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mToneMapBuffer->Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/tonemap.shader");
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shader->Bind();
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shader->SetUniform1f("u_Exposure", sceneEnv->Exposure);
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shader->SetUniform1f("u_Gamma", sceneEnv->Gamma);
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shader->SetUniformTex("u_Source", finalOutput.get());
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Renderer::DrawQuad();
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}
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mToneMapBuffer->Unbind();
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if (sceneEnv->SSREnabled)
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{
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sceneEnv->mSSR->Resize(framebuffer.GetSize());
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sceneEnv->mSSR->Draw(mGBuffer.get(), framebuffer.GetTexture(), mView, mProjection, scene.GetCurrentCamera());
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/combine.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", mToneMapBuffer->GetTexture().get(), 0);
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shader->SetUniformTex("u_Source2", sceneEnv->mSSR->OutputFramebuffer->GetTexture().get(), 1);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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}
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else
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{
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", mToneMapBuffer->GetTexture().get(), 0);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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}
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mDOFBuffer->QueueResize(framebuffer.GetSize());
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mDOFBuffer->Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/dof.shader");
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shader->Bind();
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shader->SetUniform1f("focalDepth", sceneEnv->DOFFocalDepth);
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shader->SetUniform1f("focalLength", sceneEnv->DOFFocalLength);
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shader->SetUniform1f("fstop", sceneEnv->DOFFstop);
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shader->SetUniform1i("showFocus", sceneEnv->DOFShowFocus);
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shader->SetUniform1i("autofocus", sceneEnv->DOFAutoFocus);
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shader->SetUniform1i("samples", sceneEnv->DOFSamples);
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shader->SetUniform1i("manualdof", sceneEnv->DOFManualFocus);
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shader->SetUniform1f("rings", static_cast<float>(sceneEnv->DOFrings));
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shader->SetUniform1f("ndofstart", sceneEnv->DOFStart);
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shader->SetUniform1f("ndofdist", sceneEnv->DOFDist);
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shader->SetUniform1f("fdofstart", sceneEnv->DOFStart);
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shader->SetUniform1f("fdofdist", sceneEnv->DOFDist);
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shader->SetUniform1f("CoC", sceneEnv->DOFCoc);
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shader->SetUniform1f("maxblur", sceneEnv->DOFMaxBlue);
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shader->SetUniform1f("threshold", sceneEnv->DOFThreshold);
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shader->SetUniform1f("gain", sceneEnv->DOFGain);
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shader->SetUniform1f("bias", sceneEnv->DOFBias);
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shader->SetUniform1f("fringe", sceneEnv->DOFFringe);
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shader->SetUniform1f("namount", sceneEnv->DOFNAmmount);
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shader->SetUniform1f("dbsize", sceneEnv->DOFDbSize);
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shader->SetUniform1f("feather", sceneEnv->DOFFeather);
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shader->SetUniform1f("u_Distortion", sceneEnv->BarrelDistortion);
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shader->SetUniform1f("height", static_cast<float>(finalOutput->GetHeight()));
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shader->SetUniform1f("width", static_cast<float>(finalOutput->GetWidth()));
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shader->SetUniformTex("depthTex", mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT).get(), 0);
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shader->SetUniformTex("renderTex", finalOutput.get(), 1);
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Renderer::DrawQuad();
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}
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mDOFBuffer->Unbind();
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if (sceneEnv->BarrelDistortionEnabled)
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{
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mBarrelDistortionBuffer->QueueResize(framebuffer.GetSize());
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mBarrelDistortionBuffer->Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/barrel_distortion.shader");
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shader->Bind();
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shader->SetUniform1f("u_Distortion", sceneEnv->BarrelDistortion);
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shader->SetUniform1f("u_DistortionEdge", sceneEnv->BarrelEdgeDistortion);
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shader->SetUniform1f("u_Scale", sceneEnv->BarrelScale);
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if (sceneEnv->DOFEnabled)
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{
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shader->SetUniformTex("u_Source", mDOFBuffer->GetTexture().get(), 0);
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}
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else
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{
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shader->SetUniformTex("u_Source", finalOutput.get(), 0);
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}
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Renderer::DrawQuad();
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}
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mBarrelDistortionBuffer->Unbind();
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", mBarrelDistortionBuffer->GetTexture().get(), 0);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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}
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mVignetteBuffer->QueueResize(framebuffer.GetSize());
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mVignetteBuffer->Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/vignette.shader");
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shader->Bind();
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shader->SetUniform1f("u_Intensity", sceneEnv->VignetteIntensity);
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shader->SetUniform1f("u_Extend", sceneEnv->VignetteEnabled ? sceneEnv->VignetteExtend : 0.0f);
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shader->SetUniformTex("u_Source", finalOutput.get(), 0);
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Renderer::DrawQuad();
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}
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mVignetteBuffer->Unbind();
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", mVignetteBuffer->GetTexture().get(), 0);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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{
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mOutlineBuffer->QueueResize(framebuffer.GetSize());
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mOutlineBuffer->Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/outline.shader");
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shader->Bind();
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shader->SetUniform1i("u_EntityID", mOutlineEntityID == -1 ? -1 : mOutlineEntityID + 1);
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shader->SetUniformTex("u_EntityTexture", mGBuffer->GetTexture(GL_COLOR_ATTACHMENT3).get(), 0);
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shader->SetUniform4f("u_OutlineColor", 97.0f / 255.0f, 0, 1.0f, 1.0f);
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shader->SetUniformTex("u_Depth", mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT), 1);
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Renderer::DrawQuad();
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}
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mOutlineBuffer->Unbind();
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ImGui::Begin("normals");
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ImGui::Image((void*)mGBuffer->GetTexture(GL_COLOR_ATTACHMENT1)->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
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ImGui::End();
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framebuffer.Bind();
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{
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RenderCommand::Clear();
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/add.shader");
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shader->Bind();
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shader->SetUniformTex("u_Source", mVignetteBuffer->GetTexture().get(), 0);
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shader->SetUniformTex("u_Source2", mOutlineBuffer->GetTexture(GL_COLOR_ATTACHMENT0).get(), 1);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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}
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glDepthMask(true);
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// Barrel distortion
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//mVignetteBuffer->Bind();
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//{
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// RenderCommand::Clear();
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// Shader* shader = ShaderManager::GetShader("Resources/Shaders/vignette.shader");
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// shader->Bind();
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//
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// shader->SetUniform1f("u_Intensity", sceneEnv->VignetteIntensity);
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// shader->SetUniform1f("u_Extend", sceneEnv->VignetteExtend);
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// shader->SetUniformTex("u_Source", mBarrelDistortionBuffer->GetTexture().get(), 0);
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// Renderer::DrawQuad();
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//}
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//mVignetteBuffer->Unbind();
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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Renderer::EndDraw();
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}
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void SceneRenderer::DrawTemporaryModel(const std::string & name, Ref<Model> model, Matrix4 transform)
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{
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if (IsTempModelLoaded(name))
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{
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mTempModels[name].Transform = transform;
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return;
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}
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mTempModels[name] = TemporaryModels{ model, transform };
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}
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void SceneRenderer::DrawDebugLine(const Vector3& start, const Vector3& end, const Color& color, float life, float width)
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{
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DebugLine debugLine = {
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.Start = start,
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.End = end,
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.LineColor = color,
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.Life = life,
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.Width = width,
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.DepthTest = true
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};
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mDebugLines.push_back(debugLine);
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}
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void SceneRenderer::DrawDebugShape(const Vector3& position, const Quat& rotation, Ref<Physics::PhysicShape> shape, const Color& color, float life, float width)
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{
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DebugShape debugShape = {
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.Position = position,
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.Rotation = rotation,
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.LineColor = color,
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.Life = life,
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.Width = width,
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.DepthTest = true,
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.Shape = shape,
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};
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mDebugShapes.push_back(debugShape);
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}
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void SceneRenderer::ShadowPass(Scene& scene)
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{
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/shadowMap.shader");
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shader->Bind();
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RenderCommand::Enable(RendererEnum::FACE_CULL);
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glCullFace(GL_BACK);
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auto meshView = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
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auto view = scene.m_Registry.view<TransformComponent, LightComponent, VisibilityComponent>();
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for (auto l : view)
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{
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auto [lightTransform, light, visibility] = view.get<TransformComponent, LightComponent, VisibilityComponent>(l);
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if (light.Type != LightType::Directional || !light.CastShadows || !visibility.Visible)
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{
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continue;
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}
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light.CalculateViewProjection(mView, mProjection);
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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light.m_Framebuffers[i]->Bind();
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light.m_Framebuffers[i]->Clear();
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{
|
|
shader->SetUniformMat4f("u_LightTransform", light.mViewProjections[i]);
|
|
for (auto e : meshView)
|
|
{
|
|
auto [transform, mesh, visibility] = meshView.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
|
|
if (mesh.ModelResource != nullptr && visibility.Visible)
|
|
{
|
|
for (auto& m : mesh.ModelResource->GetMeshes())
|
|
Renderer::SubmitMesh(m, transform.GetGlobalTransform());
|
|
}
|
|
}
|
|
|
|
for (auto e : quakeView)
|
|
{
|
|
auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
|
|
|
|
if (model.IsTransparent || !visibility.Visible)
|
|
continue;
|
|
|
|
for (Ref<Mesh>& m : model.Meshes)
|
|
{
|
|
Renderer::SubmitMesh(m, transform.GetGlobalTransform());
|
|
}
|
|
}
|
|
Renderer::Flush(shader, true);
|
|
|
|
auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
|
|
for (auto e : spriteView)
|
|
{
|
|
auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
|
|
|
|
if (!visibility.Visible || !sprite.SpriteMesh)
|
|
continue;
|
|
|
|
auto finalQuadTransform = transform.GetGlobalTransform();
|
|
if (sprite.Billboard)
|
|
{
|
|
if (sprite.PositionFacing)
|
|
{
|
|
const Matrix4& invView = glm::inverse(mView);
|
|
const Vector3& cameraPosition = Vector3(invView[3][0], invView[3][1], invView[3][2]);
|
|
const Vector3& spritePosition = Vector3(finalQuadTransform[3][0], finalQuadTransform[3][1], finalQuadTransform[3][2]);
|
|
const Vector3& direction = cameraPosition - spritePosition;
|
|
finalQuadTransform = glm::inverse(glm::lookAt(Vector3(), direction, Vector3(0, 1, 0)));
|
|
}
|
|
else
|
|
{
|
|
finalQuadTransform = glm::inverse(mView);
|
|
|
|
}
|
|
|
|
if (sprite.LockYRotation)
|
|
{
|
|
// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
|
|
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
|
|
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
|
|
finalQuadTransform = finalQuadTransform;
|
|
}
|
|
|
|
finalQuadTransform[3] = Vector4(Vector3(transform.GetGlobalTransform()[3]), 1.0f);
|
|
|
|
// Scale
|
|
finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
|
|
}
|
|
|
|
Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
|
|
}
|
|
|
|
Renderer::Flush(shader, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
Shader* gBufferSkinnedMeshShader = ShaderManager::GetShader("Resources/Shaders/shadowMap_skinned.shader");
|
|
gBufferSkinnedMeshShader->Bind();
|
|
const uint32_t modelMatrixUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_Model");
|
|
gBufferSkinnedMeshShader->SetUniformMat4f(modelMatrixUniformLocation, Matrix4(1.0f));
|
|
|
|
auto skinnedView = scene.m_Registry.view<TransformComponent, SkinnedModelComponent, VisibilityComponent>();
|
|
for (auto l : view)
|
|
{
|
|
auto [lightTransform, light, visibility] = view.get<TransformComponent, LightComponent, VisibilityComponent>(l);
|
|
if (light.Type != LightType::Directional || !light.CastShadows || !visibility.Visible)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (int i = 0; i < CSM_AMOUNT; i++)
|
|
{
|
|
light.m_Framebuffers[i]->Bind();
|
|
{
|
|
gBufferSkinnedMeshShader->SetUniformMat4f("u_LightTransform", light.mViewProjections[i]);
|
|
for (auto e : skinnedView)
|
|
{
|
|
auto [transform, mesh, visibility] = skinnedView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
|
|
if (mesh.ModelResource != nullptr && visibility.Visible)
|
|
{
|
|
auto& rootBoneNode = mesh.ModelResource->GetSkeletonRootNode();
|
|
SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
|
|
|
|
for (auto& m : mesh.ModelResource->GetMeshes())
|
|
{
|
|
m->Draw(gBufferSkinnedMeshShader, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneRenderer::GBufferPass(Scene& scene)
|
|
{
|
|
mGBuffer->Bind();
|
|
mGBuffer->Clear();
|
|
{
|
|
RenderCommand::Disable(RendererEnum::BLENDING);
|
|
|
|
// Init
|
|
RenderCommand::Disable(RendererEnum::FACE_CULL);
|
|
Shader* gBufferShader = ShaderManager::GetShader("Resources/Shaders/gbuffer.shader");
|
|
Shader* gBufferSkinnedMeshShader = ShaderManager::GetShader("Resources/Shaders/gbuffer_skinned.shader");
|
|
|
|
gBufferShader->Bind();
|
|
gBufferShader->SetUniformMat4f("u_Projection", mProjection);
|
|
gBufferShader->SetUniformMat4f("u_View", mView);
|
|
|
|
// Models
|
|
auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
|
|
for (auto e : view)
|
|
{
|
|
auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
|
|
|
|
if (mesh.ModelResource && visibility.Visible)
|
|
{
|
|
for (auto& m : mesh.ModelResource->GetMeshes())
|
|
{
|
|
Renderer::SubmitMesh(m, transform.GetGlobalTransform(), (uint32_t)e);
|
|
}
|
|
}
|
|
}
|
|
Renderer::Flush(gBufferShader, false);
|
|
|
|
for (auto& mesh : mTempModels)
|
|
{
|
|
if (mesh.second.ModelResource)
|
|
{
|
|
for (auto& m : mesh.second.ModelResource->GetMeshes())
|
|
{
|
|
Renderer::SubmitMesh(m, mesh.second.Transform, (uint32_t)-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
Renderer::Flush(gBufferShader, true);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
// Quake BSPs
|
|
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
|
|
for (auto e : quakeView)
|
|
{
|
|
auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
|
|
|
|
if (model.IsTransparent || !visibility.Visible)
|
|
continue;
|
|
|
|
for (auto& b : model.Meshes)
|
|
{
|
|
Renderer::SubmitMesh(b, transform.GetGlobalTransform(), (uint32_t)e);
|
|
}
|
|
}
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
Renderer::Flush(gBufferShader, true);
|
|
|
|
// Sprites
|
|
auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
|
|
for (auto& e : spriteView)
|
|
{
|
|
auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
|
|
|
|
if (!visibility.Visible || !sprite.SpriteMesh)
|
|
continue;
|
|
|
|
auto finalQuadTransform = transform.GetGlobalTransform();
|
|
if (sprite.Billboard)
|
|
{
|
|
if (sprite.PositionFacing)
|
|
{
|
|
const Matrix4& invView = glm::inverse(mView);
|
|
const Vector3& cameraPosition = Vector3(invView[3][0], invView[3][1], invView[3][2]);
|
|
const Vector3& spritePosition = Vector3(finalQuadTransform[3][0], finalQuadTransform[3][1], finalQuadTransform[3][2]);
|
|
const Vector3& direction = cameraPosition - spritePosition;
|
|
finalQuadTransform = glm::inverse(glm::lookAt(Vector3(), direction, Vector3(0, 1, 0)));
|
|
}
|
|
else
|
|
{
|
|
finalQuadTransform = glm::inverse(mView);
|
|
|
|
}
|
|
|
|
if (sprite.LockYRotation)
|
|
{
|
|
// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
|
|
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
|
|
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
|
|
finalQuadTransform = finalQuadTransform;
|
|
}
|
|
|
|
finalQuadTransform[3] = Vector4(Vector3(transform.GetGlobalTransform()[3]), 1.0f);
|
|
|
|
// Scale
|
|
finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
|
|
}
|
|
|
|
Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
|
|
}
|
|
Renderer::Flush(gBufferShader, false);
|
|
|
|
// Particles
|
|
Ref<Material> previousMaterial = Renderer::QuadMesh->GetMaterial();
|
|
|
|
auto particleEmitterView = scene.m_Registry.view<TransformComponent, ParticleEmitterComponent, VisibilityComponent>();
|
|
for (auto& e : particleEmitterView)
|
|
{
|
|
auto [transform, emitterComponent, visibility] = particleEmitterView.get<TransformComponent, ParticleEmitterComponent, VisibilityComponent>(e);
|
|
|
|
if (!visibility.Visible || !emitterComponent.ParticleMaterial)
|
|
continue;
|
|
|
|
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
|
|
|
|
Vector3 oldColor = Renderer::QuadMesh->GetMaterial()->data.m_AlbedoColor;
|
|
auto initialTransform = transform.GetGlobalTransform();
|
|
for (auto& p : emitterComponent.Emitter.Particles)
|
|
{
|
|
Matrix4 particleTransform = initialTransform;
|
|
particleTransform = glm::inverse(mView);
|
|
|
|
// Translation
|
|
Vector3 particleGlobalPosition;
|
|
if (emitterComponent.GlobalSpace)
|
|
{
|
|
particleGlobalPosition = p.Position;
|
|
}
|
|
else
|
|
{
|
|
particleGlobalPosition = Vector3(initialTransform[3]) + p.Position;
|
|
}
|
|
particleTransform[3] = Vector4(particleGlobalPosition, 1.0f);
|
|
|
|
// Scale
|
|
Vector3 finalScale = emitterComponent.ParticleScale;
|
|
if (p.Scale != 1.0f)
|
|
{
|
|
finalScale += emitterComponent.ParticleScale * p.Scale;
|
|
}
|
|
|
|
particleTransform = glm::scale(particleTransform, finalScale);
|
|
|
|
Renderer::SubmitMesh(Renderer::QuadMesh, particleTransform, (uint32_t)e);
|
|
}
|
|
|
|
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
|
|
Renderer::Flush(gBufferShader, false);
|
|
|
|
Renderer::QuadMesh->SetMaterial(previousMaterial);
|
|
}
|
|
|
|
|
|
// Temp models
|
|
|
|
|
|
|
|
|
|
// Reset material on quadmesh
|
|
// Renderer::QuadMesh->SetMaterial(previousMaterial);
|
|
|
|
// Skinned mesh at the end because we switch shader
|
|
gBufferSkinnedMeshShader->Bind();
|
|
gBufferSkinnedMeshShader->SetUniformMat4f("u_Projection", mProjection);
|
|
gBufferSkinnedMeshShader->SetUniformMat4f("u_View", mView);
|
|
|
|
RenderCommand::Disable(RendererEnum::FACE_CULL);
|
|
|
|
// Skinned Models
|
|
const uint32_t entityIdUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_EntityID");
|
|
const uint32_t modelMatrixUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_Model");
|
|
gBufferSkinnedMeshShader->SetUniformMat4f(modelMatrixUniformLocation, Matrix4(1.0f));
|
|
auto skinnedModelView = scene.m_Registry.view<TransformComponent, SkinnedModelComponent, VisibilityComponent>();
|
|
for (auto e : skinnedModelView)
|
|
{
|
|
auto [transform, mesh, visibility] = skinnedModelView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
|
|
auto& meshResource = mesh.ModelResource;
|
|
|
|
if (meshResource && visibility.Visible)
|
|
{
|
|
auto& rootBoneNode = meshResource->GetSkeletonRootNode();
|
|
SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
|
|
|
|
for (auto& m : mesh.ModelResource->GetMeshes())
|
|
{
|
|
m->GetMaterial()->Bind(gBufferSkinnedMeshShader);
|
|
|
|
gBufferSkinnedMeshShader->SetUniform1i(entityIdUniformLocation, (uint32_t)e + 1);
|
|
m->Draw(gBufferSkinnedMeshShader, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
RenderCommand::Enable(RendererEnum::BLENDING);
|
|
|
|
|
|
}
|
|
|
|
void SceneRenderer::ShadingPass(Scene& scene)
|
|
{
|
|
mShadingBuffer->Bind();
|
|
mShadingBuffer->Clear();
|
|
{
|
|
RenderCommand::Disable(RendererEnum::DEPTH_TEST);
|
|
RenderCommand::Disable(RendererEnum::FACE_CULL);
|
|
Ref<Environment> environment = scene.GetEnvironment();
|
|
if (environment->CurrentSkyType == SkyType::ProceduralSky)
|
|
{
|
|
RenderCommand::Clear();
|
|
RenderCommand::SetClearColor(Color(0, 0, 0, 1));
|
|
environment->ProceduralSkybox->Draw(mProjection, mView);
|
|
}
|
|
else if (environment->CurrentSkyType == SkyType::ClearColor)
|
|
{
|
|
RenderCommand::SetClearColor(environment->AmbientColor);
|
|
RenderCommand::Clear();
|
|
RenderCommand::SetClearColor(Color(0, 0, 0, 1));
|
|
}
|
|
|
|
RenderCommand::Enable(RendererEnum::FACE_CULL);
|
|
|
|
Shader* shadingShader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
|
|
shadingShader->Bind();
|
|
shadingShader->SetUniformMat4f("u_Projection", mProjection);
|
|
shadingShader->SetUniformMat4f("u_View", mView);
|
|
shadingShader->SetUniformVec3("u_EyePosition", scene.GetCurrentCamera()->Translation);
|
|
shadingShader->SetUniform1f("u_AmbientTerm", environment->AmbientTerm);
|
|
shadingShader->SetUniformTex("m_SSAO", scene.GetEnvironment()->mSSAO->GetOuput()->GetTexture().get(), 9);
|
|
|
|
Ref<Environment> env = scene.GetEnvironment();
|
|
|
|
struct LightDistance
|
|
{
|
|
TransformComponent transform;
|
|
LightComponent light;
|
|
float distance;
|
|
};
|
|
std::vector<LightDistance> lightDistances;
|
|
|
|
auto view = scene.m_Registry.view<TransformComponent, LightComponent, ParentComponent>();
|
|
|
|
lightDistances.reserve(view.size_hint());
|
|
|
|
const Vector3 camPosition = scene.GetCurrentCamera()->Translation;
|
|
for (auto l : view)
|
|
{
|
|
auto [transform, light, parent] = view.get<TransformComponent, LightComponent, ParentComponent>(l);
|
|
|
|
if (light.Type == Directional && light.SyncDirectionWithSky)
|
|
{
|
|
light.Direction = env->ProceduralSkybox->GetSunDirection();
|
|
}
|
|
else
|
|
{
|
|
light.Direction = transform.GetGlobalRotation() * Vector3(0, 0, 1);
|
|
}
|
|
|
|
Vector3 lightPosition = transform.GetGlobalPosition();
|
|
float distanceFromCam = glm::length(camPosition - lightPosition);
|
|
|
|
lightDistances.push_back({transform, light, distanceFromCam});
|
|
}
|
|
|
|
std::sort(lightDistances.begin(), lightDistances.end(),
|
|
[](const LightDistance& a, const LightDistance& b)
|
|
{
|
|
return a.distance < b.distance;
|
|
}
|
|
);
|
|
|
|
for (const auto& l : lightDistances)
|
|
{
|
|
Renderer::RegisterDeferredLight(l.transform, l.light);
|
|
}
|
|
|
|
mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
|
|
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
|
|
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT1)->Bind(7);
|
|
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
|
|
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT4)->Bind(10);
|
|
|
|
shadingShader->SetUniform1i("m_Depth", 5);
|
|
shadingShader->SetUniform1i("m_Albedo", 6);
|
|
shadingShader->SetUniform1i("m_Normal", 7);
|
|
shadingShader->SetUniform1i("m_Material", 8);
|
|
shadingShader->SetUniform1i("m_Emissive", 10);
|
|
|
|
RenderCommand::Disable(RendererEnum::FACE_CULL);
|
|
|
|
Renderer::DrawQuad(Matrix4());
|
|
}
|
|
}
|
|
|
|
void SceneRenderer::PostProcessPass(const Scene& scene)
|
|
{
|
|
|
|
}
|
|
|
|
void SceneRenderer::DebugRendererPass(Scene& scene)
|
|
{
|
|
mShadingBuffer->Bind();
|
|
{
|
|
// Lines
|
|
mLineMesh->Bind();
|
|
|
|
Shader* shader = ShaderManager::GetShader("Resources/Shaders/debugLine.shader");
|
|
shader->Bind();
|
|
|
|
shader->SetUniformMat4f("u_Projection", mProjection);
|
|
shader->SetUniformMat4f("u_View", mView);
|
|
|
|
bool depthTestState = true;
|
|
for (auto& l : mDebugLines)
|
|
{
|
|
shader->SetUniformVec4("u_Color", l.LineColor);
|
|
shader->SetUniformVec3("u_StartPos", l.Start);
|
|
shader->SetUniformVec3("u_EndPos", l.End);
|
|
|
|
if (l.DepthTest)
|
|
{
|
|
|
|
}
|
|
|
|
glLineWidth(l.Width);
|
|
RenderCommand::DrawLines(0, 2);
|
|
}
|
|
|
|
|
|
|
|
shader->Unbind();
|
|
|
|
shader = Nuake::ShaderManager::GetShader("Resources/Shaders/line.shader");
|
|
shader->Bind();
|
|
shader->SetUniform1f("u_Opacity", 0.5f);
|
|
shader->SetUniformMat4f("u_Projection", mProjection);
|
|
|
|
for (auto& shape : mDebugShapes)
|
|
{
|
|
if(shape.DepthTest)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
else
|
|
{
|
|
RenderCommand::Disable(RendererEnum::DEPTH_TEST);
|
|
}
|
|
|
|
shader->SetUniformVec4("u_Color", shape.LineColor);
|
|
|
|
glLineWidth(shape.Width);
|
|
Matrix4 view = mView;
|
|
Physics::RigidbodyShapes shapeType = shape.Shape->GetType();
|
|
switch (shapeType)
|
|
{
|
|
case Physics::RigidbodyShapes::BOX:
|
|
{
|
|
const Quat& globalRotation = glm::normalize(shape.Rotation);
|
|
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
|
|
|
view = glm::translate(view, shape.Position) * rotationMatrix;
|
|
view = glm::scale(view, reinterpret_cast<Physics::Box*>(shape.Shape.get())->GetSize());
|
|
|
|
shader->SetUniformMat4f("u_View", view);
|
|
|
|
|
|
mBoxGizmo->Bind();
|
|
RenderCommand::DrawLines(0, 26);
|
|
break;
|
|
}
|
|
case Physics::RigidbodyShapes::SPHERE:
|
|
{
|
|
const Quat& globalRotation = glm::normalize(shape.Rotation);
|
|
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
|
|
|
view = glm::translate(view, shape.Position) * rotationMatrix;
|
|
view = glm::scale(view, Vector3(reinterpret_cast<Physics::Sphere*>(shape.Shape.get())->GetRadius()));
|
|
shader->SetUniformMat4f("u_View", view);
|
|
|
|
mSphereGizmo->Bind();
|
|
RenderCommand::DrawLines(0, 128);
|
|
break;
|
|
}
|
|
case Physics::RigidbodyShapes::CAPSULE:
|
|
{
|
|
const Quat& globalRotation = glm::normalize(shape.Rotation);
|
|
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
|
|
|
view = glm::translate(view, shape.Position) * rotationMatrix;
|
|
|
|
shader->SetUniformMat4f("u_View", view);
|
|
|
|
const Physics::Capsule* capsule = reinterpret_cast<Physics::Capsule*>(shape.Shape.get());
|
|
mCapsuleGizmo->UpdateShape(capsule->GetRadius(), capsule->GetHeight());
|
|
mCapsuleGizmo->Bind();
|
|
Nuake::RenderCommand::DrawLines(0, 264);
|
|
break;
|
|
}
|
|
case Physics::RigidbodyShapes::CYLINDER:
|
|
{
|
|
const Quat& globalRotation = glm::normalize(shape.Rotation);
|
|
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
|
|
|
view = glm::translate(view, shape.Position) * rotationMatrix;
|
|
|
|
const Physics::Cylinder* cylinder = reinterpret_cast<Physics::Cylinder*>(shape.Shape.get());
|
|
|
|
shader->SetUniformMat4f("u_View", view);
|
|
|
|
mCylinderGizmo->Bind();
|
|
mCylinderGizmo->UpdateShape(cylinder->GetRadius(), cylinder->GetHeight());
|
|
Nuake::RenderCommand::DrawLines(0, 264);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
mShadingBuffer->Unbind();
|
|
}
|
|
|
|
void SceneRenderer::SetSkeletonBoneTransformRecursive(Scene& scene, SkeletonNode& skeletonNode, Shader* shader)
|
|
{
|
|
for (auto& child : skeletonNode.Children)
|
|
{
|
|
if (auto entity = scene.GetEntity(child.Name); entity.GetHandle() != -1)
|
|
{
|
|
const std::string boneMatrixUniformName = "u_FinalBonesMatrice[" + std::to_string(child.Id) + "]";
|
|
shader->SetUniformMat4f(boneMatrixUniformName, child.FinalTransform);
|
|
}
|
|
|
|
SetSkeletonBoneTransformRecursive(scene, child, shader);
|
|
}
|
|
}
|
|
|
|
} |