Refactor
Refactoring the render engine to feel a little better organized. One major issue remains with the model not rendering at the time. Possibly this is solved after fixing the outline render pass
This commit is contained in:
42
src/Renderer/FrameBuffer.cpp
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42
src/Renderer/FrameBuffer.cpp
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#include "FrameBuffer.h"
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void FrameBuffer::Bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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}
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void FrameBuffer::Unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::Attach(const Texture& texture)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
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}
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void FrameBuffer::Attach(const RenderBuffer& renderbuffer)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer.id);
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}
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bool FrameBuffer::IsComplete()
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{
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return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
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}
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FrameBuffer::FrameBuffer()
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{
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glGenFramebuffers(1, &id );
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}
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FrameBuffer::~FrameBuffer()
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{
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glDeleteFramebuffers(1, &id);
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}
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21
src/Renderer/FrameBuffer.h
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21
src/Renderer/FrameBuffer.h
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#pragma once
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#include "../Primitives/texture.h"
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#include "RenderBuffer.h"
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class FrameBuffer
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{
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public:
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GLuint id;
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void Bind();
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void Unbind();
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void Attach(const Texture& texture);
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void Attach(const RenderBuffer& renderbuffer);
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bool IsComplete();
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FrameBuffer();
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~FrameBuffer();
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};
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65
src/Renderer/OutlinePass.cpp
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65
src/Renderer/OutlinePass.cpp
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#include "OutlinePass.h"
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#include "Renderer.h"
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OutlinePass::OutlinePass(Model& sceneObject, glm::mat4& model, glm::mat4& projection, Camera& camera)
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: RenderPass("Renderpass - Outline", "../Shaders/shader.vs", "../Shaders/outlineshader.fs" ) , m_model(sceneObject), camera(camera), projection(projection), model(model)
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{
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// Framebuffer outline effect
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std::cout << "Create Framebuffer" << std::endl;
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m_outlineFrameBuffer = FrameBuffer();
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m_outlineFrameBuffer.Bind();
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// Create a texture attachment (colour attachment)
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std::cout << "Create Texture" << std::endl;
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m_depthTexture = CreateTexture(800,600);
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// attach texture to the frame buffer as a colour attachment
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m_outlineFrameBuffer.Attach(*m_depthTexture);
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// Add depth buffer attachment
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std::cout << "Create RenderBuffer" << std::endl;
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m_outlineRenderBuffer = RenderBuffer();
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m_outlineRenderBuffer.Bind();
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m_outlineRenderBuffer.UseDepthAndStencil();
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m_outlineRenderBuffer.Unbind();
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// attach depth buffer to our framebuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_outlineRenderBuffer.id);
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m_outlineFrameBuffer.Unbind();
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std::cout << "Success!" << std::endl;
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}
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OutlinePass::~OutlinePass(){
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delete m_depthTexture;
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}
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void OutlinePass::Render()
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{
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std::cout << "Start outline render" << std::endl;
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilMask(0x00);
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glDisable(GL_DEPTH_TEST);
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m_shader.use();
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m_shader.setMat4("model", model);
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m_shader.setMat4("view", camera.GetViewMatrix());
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m_shader.setMat4("projection", projection);
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m_shader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
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model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
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m_shader.setMat4("model", model);
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std::cout << "Drawing model" << std::endl;
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m_model.Draw(m_shader);
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glStencilFunc(GL_ALWAYS, 1, 0xff);
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glStencilMask(0xFF);
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std::cout << "Finished outline render" << std::endl;
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}
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29
src/Renderer/OutlinePass.h
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29
src/Renderer/OutlinePass.h
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#pragma once
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#include <glm/glm.hpp>
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#include "RenderPass.h"
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#include "FrameBuffer.h"
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#include "RenderBuffer.h"
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#include "../model.h"
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#include "../Primitives/texture.h"
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#include "../Primitives/camera.h"
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class OutlinePass : RenderPass {
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public:
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void Render() override;
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OutlinePass (Model& sceneObject, glm::mat4& model , glm::mat4& projection, Camera& camera) ;
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~OutlinePass();
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private:
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FrameBuffer m_outlineFrameBuffer;
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RenderBuffer m_outlineRenderBuffer;
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Texture* m_depthTexture;
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glm::mat4 model;
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glm::mat4 projection;
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Model& m_model;
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Camera& camera;
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};
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25
src/Renderer/RenderBuffer.cpp
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25
src/Renderer/RenderBuffer.cpp
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#include "RenderBuffer.h"
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void RenderBuffer::UseDepthAndStencil (){
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600); /// NOTE: should be part of creating but kept seperate for now!
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}
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void RenderBuffer::Bind()
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{
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glBindRenderbuffer(GL_RENDERBUFFER, id);
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}
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void RenderBuffer::Unbind()
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{
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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RenderBuffer::RenderBuffer()
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{
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glGenRenderbuffers(1, &id);
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}
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RenderBuffer::~RenderBuffer()
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{
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glDeleteRenderbuffers(GL_RENDERBUFFER, &id);
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}
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19
src/Renderer/RenderBuffer.h
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19
src/Renderer/RenderBuffer.h
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#pragma once
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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class RenderBuffer
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{
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public:
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GLuint id;
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void Bind();
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void Unbind();
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void UseDepthAndStencil();
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RenderBuffer();
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~RenderBuffer();
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};
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19
src/Renderer/RenderPass.h
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19
src/Renderer/RenderPass.h
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#pragma once
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#include <string>
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#include "../Primitives/shader.h"
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class RenderPass {
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public :
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virtual void Render() = 0;
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RenderPass(const std::string& name,const std::string& VertexShaderFile, const std::string& FragmentShaderFile) : m_shader(VertexShaderFile.c_str(), FragmentShaderFile.c_str())
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{
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std::cout << "Created " << name << std::endl;
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}
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~RenderPass(){}
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protected:
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Shader m_shader;
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};
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133
src/Renderer/Renderer.cpp
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133
src/Renderer/Renderer.cpp
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#include "Renderer.h"
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#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#include <cmath>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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void Renderer::Setup()
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{
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framebuffer.Bind();
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ColourBuffer = CreateTexture(800,600);
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framebuffer.Attach(*ColourBuffer);
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renderbufferObject.Bind();
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renderbufferObject.UseDepthAndStencil();
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renderbufferObject.Unbind();
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framebuffer.Attach(renderbufferObject);
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if(framebuffer.IsComplete() == false ){
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std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
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}
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framebuffer.Unbind();
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}
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void Renderer::Render( )
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Recalculate the Camera's view matrix
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view = camera.GetViewMatrix();
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// Reset the model matrix to an identity matrix
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model = glm::mat4(1.0f);
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framebuffer.Bind();
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// 1. Skybox pass
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skyboxpass.Render();
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// 2. Scene pass
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scenepass.Render();
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// 3. outline pass
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outlinepass.Render();
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 4. draw result to screen
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_shader.use();
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m_shader.setInt("screenTexture",0);
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glBindVertexArray(ScreenVAO);
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glBindTexture(GL_TEXTURE_2D, ColourBuffer->id);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// Reset stencil
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glStencilMask(0xFF);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glEnable(GL_DEPTH_TEST);
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}
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Renderer::Renderer(Camera& camera, Model& scene) :
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camera(camera),
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renderbufferObject(),
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framebuffer(),
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skybox(),
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skyboxpass(skybox, camera, projection),
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scenepass(skybox, scene,camera,projection, model),
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outlinepass(scene, model, projection, camera),
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m_shader("../Shaders/Framebuffers.vs", "../Shaders/Framebuffers.fs")
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{
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std::vector<std::string> faces = {
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"../Textures/skybox/right.jpg",
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"../Textures/skybox/left.jpg",
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"../Textures/skybox/top.jpg",
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"../Textures/skybox/bottom.jpg",
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"../Textures/skybox/front.jpg",
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"../Textures/skybox/back.jpg"
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};
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skybox.loadCubeTextures(faces);
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// auto outlinepass = OutlinePass(scene , model, projection, camera);
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// Create ScreenVAO
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glGenVertexArrays(1, &ScreenVAO);
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glBindVertexArray(ScreenVAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0,2, GL_FLOAT,GL_FALSE, 4 * sizeof(float),(void*) 0 );
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1,2,GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2*sizeof(float)));
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glBindVertexArray(0);
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// Enable features
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glEnable(GL_MULTISAMPLE);
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}
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Renderer::~Renderer()
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{
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}
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54
src/Renderer/Renderer.h
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54
src/Renderer/Renderer.h
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@ -0,0 +1,54 @@
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#pragma once
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#include "../model.h"
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#include "../Primitives/camera.h"
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#include "../Primitives/shader.h"
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#include "FrameBuffer.h"
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#include "RenderBuffer.h"
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#include "ScenePass.h"
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#include "OutlinePass.h"
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#include "SkyboxPass.h"
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class Renderer
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{
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public:
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void Render();
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void Setup();
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Renderer(Camera& camera,Model& scene);
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~Renderer();
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private:
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ScenePass scenepass;
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SkyboxPass skyboxpass;
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OutlinePass outlinepass;
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Camera& camera;
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GLuint ScreenVAO, VBO;
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FrameBuffer framebuffer;
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RenderBuffer renderbufferObject;
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Texture* ColourBuffer;
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Skybox skybox;
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Shader m_shader;
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view;
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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glm::vec3 lightpos = glm::vec3(-0.2f, -1.0f, -0.3f);
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std::vector<float> ScreenVertices = {
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// vertex , uv
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-1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f,-1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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};
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};
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34
src/Renderer/ScenePass.cpp
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34
src/Renderer/ScenePass.cpp
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#include "ScenePass.h"
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void ScenePass::Render()
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{
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m_shader.use();
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m_shader.setVec3("cameraPos", camera.Position);
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glActiveTexture(GL_TEXTURE11);
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m_skybox.Bind(); // Segmentation Fault HERE!!
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glActiveTexture(GL_TEXTURE0);
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m_shader.setInt("skybox",11);
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m_shader.setMat4("model", model);
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m_shader.setMat4("view", camera.GetViewMatrix());
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m_shader.setMat4("projection", projection);
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m_scene.Draw(m_shader);
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m_skybox.Unbind();
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}
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void ScenePass::SetSkybox(Skybox& skybox)
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{
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m_skybox = skybox;
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}
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33
src/Renderer/ScenePass.h
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33
src/Renderer/ScenePass.h
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#pragma once
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#include "RenderPass.h"
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#include "../Primitives/Skybox.h"
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#include "../Primitives/shader.h"
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#include "../Primitives/camera.h"
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#include "../model.h"
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class ScenePass : public RenderPass {
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public:
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void Render() override;
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ScenePass(Skybox& skybox, Model& scene, Camera& camera, glm::mat4 projection , glm::mat4 model)
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: RenderPass("RenderPass - Scene", "../Shaders/shader.vs", "../Shaders/shader.fs" ),
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m_scene(scene), camera(camera), projection(projection), model(model), m_skybox(skybox)
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{
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}
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~ScenePass() = default;
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void SetSkybox(Skybox& skybox);
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private:
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Skybox& m_skybox;
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Model& m_scene;
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Camera& camera;
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glm::mat4 projection;
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glm::mat4 model;
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};
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28
src/Renderer/SkyboxPass.cpp
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28
src/Renderer/SkyboxPass.cpp
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#include "SkyboxPass.h"
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SkyboxPass::SkyboxPass(Skybox& skybox, Camera& camera, glm::mat4& projection) : RenderPass("Render Pass - Skybox", "../Shaders/skybox.vs", "../Shaders/Cubemap.fs"),
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skybox(skybox),
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camera(camera),
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projection(projection)
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{
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||||
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||||
}
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void SkyboxPass::Render()
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{
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glDepthMask(GL_FALSE);
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m_shader.use();
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m_shader.setMat4("projection", projection);
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glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix()));
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m_shader.setMat4("view", centeredView);
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skybox.Bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
skybox.Unbind();
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
20
src/Renderer/SkyboxPass.h
Normal file
20
src/Renderer/SkyboxPass.h
Normal file
@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
#include "../Primitives/Skybox.h"
|
||||
#include "../Primitives/shader.h"
|
||||
#include "../Primitives/camera.h"
|
||||
|
||||
class SkyboxPass : public RenderPass {
|
||||
public:
|
||||
void Render() override;
|
||||
|
||||
SkyboxPass( Skybox& skybox, Camera& camera, glm::mat4& projection);
|
||||
~SkyboxPass() = default;
|
||||
|
||||
private:
|
||||
Skybox& skybox;
|
||||
Camera& camera;
|
||||
glm::mat4& projection;
|
||||
|
||||
|
||||
};
|
Reference in New Issue
Block a user