270 lines
8.4 KiB
C++
270 lines
8.4 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 <GL\glew.h>
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namespace Nuake {
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void SceneRenderer::Init()
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{
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mGBuffer = CreateScope<FrameBuffer>(false, Vector2(1920, 1080));
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mGBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT);
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mGBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB), GL_COLOR_ATTACHMENT0);
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mGBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB), GL_COLOR_ATTACHMENT1);
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mGBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB), GL_COLOR_ATTACHMENT2);
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mGBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB), GL_COLOR_ATTACHMENT3);
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mShadingBuffer = CreateScope<FrameBuffer>(true, Vector2(1920, 1080));
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Ref<Texture> shadedTexture = CreateRef<Texture>(Vector2(1920, 1080), GL_RGB, GL_RGB16F, GL_FLOAT);
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mShadingBuffer->SetTexture(shadedTexture);
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mBloom = CreateScope<Bloom>(4);
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mBloom->SetSource(shadedTexture);
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mVolumetric = CreateScope<Volumetric>();
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mSSR = CreateScope<SSR>();
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mToneMapBuffer = CreateScope<FrameBuffer>(false, Vector2(1920, 1080));
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mToneMapBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB), GL_COLOR_ATTACHMENT0);
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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::BeginRenderScene(const Matrix4& projection, const Matrix4& view)
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{
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mProjection = projection;
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mView = view;
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}
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void SceneRenderer::RenderScene(Scene& scene, FrameBuffer& framebuffer)
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{
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ShadowPass(scene);
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mGBuffer->QueueResize(framebuffer.GetSize());
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GBufferPass(scene);
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mShadingBuffer->QueueResize(framebuffer.GetSize());
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ShadingPass(scene);
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Texture* finalOutput = mShadingBuffer->GetTexture().get();
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if (scene.GetEnvironment()->BloomEnabled)
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{
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scene.GetEnvironment()->mBloom->SetSource(mShadingBuffer->GetTexture());
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scene.GetEnvironment()->mBloom->Resize(framebuffer.GetSize());
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scene.GetEnvironment()->mBloom->Draw();
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finalOutput = scene.GetEnvironment()->mBloom->GetOutput().get();
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}
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auto view = scene.m_Registry.view<LightComponent>();
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std::vector<LightComponent> 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)
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lightList.push_back(lc);
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}
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if (scene.GetEnvironment()->VolumetricEnabled)
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{
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mVolumetric->Resize(framebuffer.GetSize());
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mVolumetric->SetDepth(mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT).get());
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mVolumetric->Draw(mProjection , mView, lightList);
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finalOutput = mVolumetric->GetFinalOutput();
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}
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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", scene.GetEnvironment()->Exposure);
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shader->SetUniform1f("u_Gamma", scene.GetEnvironment()->Gamma);
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shader->SetUniformTex("u_Source", finalOutput);
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Renderer::DrawQuad();
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}
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mToneMapBuffer->Unbind();
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mSSR->Resize(framebuffer.GetSize());
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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", 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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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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Renderer::EndDraw();
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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::Disable(RendererEnum::FACE_CULL);
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glCullFace(GL_BACK);
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auto meshView = scene.m_Registry.view<TransformComponent, MeshComponent>();
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent>();
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auto view = scene.m_Registry.view<TransformComponent, LightComponent>();
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for (auto l : view)
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{
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auto [lightTransform, light] = view.get<TransformComponent, LightComponent>(l);
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if (light.Type != LightType::Directional || !light.CastShadows)
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continue;
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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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{
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shader->SetUniformMat4f("u_LightTransform", light.mViewProjections[i]);
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for (auto e : meshView)
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{
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auto [transform, mesh] = meshView.get<TransformComponent, MeshComponent>(e);
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for (auto& m : mesh.meshes)
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Renderer::SubmitMesh(m, transform.GetGlobalTransform());
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}
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for (auto e : quakeView)
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{
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auto [transform, model] = quakeView.get<TransformComponent, BSPBrushComponent>(e);
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if (model.IsTransparent)
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continue;
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for (Ref<Mesh>& m : model.Meshes)
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{
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Renderer::SubmitMesh(m, transform.GetGlobalTransform());
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}
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}
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Renderer::Flush(shader, true);
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}
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light.m_Framebuffers[i]->Unbind();
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}
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}
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}
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void SceneRenderer::GBufferPass(Scene& scene)
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{
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mGBuffer->Bind();
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mGBuffer->Clear();
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{
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RenderCommand::Enable(RendererEnum::FACE_CULL);
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Shader* gBufferShader = ShaderManager::GetShader("resources/Shaders/gbuffer.shader");
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gBufferShader->Bind();
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gBufferShader->SetUniformMat4f("u_Projection", mProjection);
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gBufferShader->SetUniformMat4f("u_View", mView);
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auto view = scene.m_Registry.view<TransformComponent, MeshComponent, ParentComponent>();
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for (auto e : view)
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{
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auto [transform, mesh, parent] = view.get<TransformComponent, MeshComponent, ParentComponent>(e);
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for (auto& m : mesh.meshes)
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Renderer::SubmitMesh(m, transform.GetGlobalTransform());
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}
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glCullFace(GL_BACK);
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Renderer::Flush(gBufferShader, false);
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
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for (auto e : quakeView)
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{
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auto [transform, model, parent] = quakeView.get<TransformComponent, BSPBrushComponent, ParentComponent>(e);
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if (model.IsTransparent)
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continue;
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for (auto& b : model.Meshes)
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Renderer::SubmitMesh(b, transform.GetGlobalTransform());
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}
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glCullFace(GL_FRONT);
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Renderer::Flush(gBufferShader, false);
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}
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mGBuffer->Unbind();
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}
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void SceneRenderer::ShadingPass(Scene& scene)
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{
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mShadingBuffer->Bind();
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mShadingBuffer->Clear();
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{
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RenderCommand::Disable(RendererEnum::DEPTH_TEST);
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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Ref<Environment> environment = scene.GetEnvironment();
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if (environment->CurrentSkyType == SkyType::ProceduralSky)
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{
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environment->ProceduralSkybox->Draw(mProjection, mView);
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}
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else if (environment->CurrentSkyType == SkyType::ClearColor)
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{
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RenderCommand::SetClearColor(environment->AmbientColor);
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RenderCommand::Clear();
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}
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RenderCommand::Enable(RendererEnum::FACE_CULL);
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Shader* shadingShader = ShaderManager::GetShader("resources/Shaders/deferred.shader");
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shadingShader->Bind();
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shadingShader->SetUniformMat4f("u_Projection", mProjection);
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shadingShader->SetUniformMat4f("u_View", mView);
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shadingShader->SetUniformVec3("u_EyePosition", scene.GetCurrentCamera()->Translation);
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Ref<Environment> env = scene.GetEnvironment();
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auto view = scene.m_Registry.view<TransformComponent, LightComponent, ParentComponent>();
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for (auto l : view)
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{
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auto [transform, light, parent] = view.get<TransformComponent, LightComponent, ParentComponent>(l);
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if (light.SyncDirectionWithSky)
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light.Direction = env->ProceduralSkybox->GetSunDirection();
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Renderer::RegisterDeferredLight(transform, light);
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}
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mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
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mGBuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
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mGBuffer->GetTexture(GL_COLOR_ATTACHMENT1)->Bind(7);
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mGBuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
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shadingShader->SetUniform1i("m_Depth", 5);
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shadingShader->SetUniform1i("m_Albedo", 6);
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shadingShader->SetUniform1i("m_Normal", 7);
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shadingShader->SetUniform1i("m_Material", 8);
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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Renderer::DrawQuad(Matrix4());
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}
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mShadingBuffer->Unbind();
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}
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void SceneRenderer::PostProcessPass(const Scene& scene)
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{
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}
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} |