PointLight: Factorize setUniforms
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@@ -302,7 +302,7 @@ void renderColorLevel(ITexture *in)
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glEnable(GL_DEPTH_TEST);
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}
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void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy)
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void PostProcessing::renderPointlight(const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy)
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{
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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@@ -312,18 +312,8 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
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glUseProgram(FullScreenShader::PointLightShader::Program);
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glBindVertexArray(FullScreenShader::PointLightShader::vao);
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glUniform4fv(FullScreenShader::PointLightShader::uniform_center, 16, positions.data());
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glUniform4fv(FullScreenShader::PointLightShader::uniform_col, 16, colors.data());
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glUniform1fv(FullScreenShader::PointLightShader::uniform_energy, 16, energy.data());
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glUniform1f(FullScreenShader::PointLightShader::uniform_spec, 200);
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glUniformMatrix4fv(FullScreenShader::PointLightShader::uniform_invproj, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
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glUniformMatrix4fv(FullScreenShader::PointLightShader::uniform_viewm, 1, GL_FALSE, irr_driver->getViewMatrix().pointer());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::PointLightShader::uniform_ntex, 0);
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setTexture(0, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::PointLightShader::setUniforms(irr_driver->getInvProjMatrix(), irr_driver->getViewMatrix(), positions, colors, energy, 200, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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@@ -73,7 +73,7 @@ public:
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void update(float dt);
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/** Generate diffuse and specular map */
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void renderPointlight(video::ITexture *in, const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy);
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void renderPointlight(const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy);
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void renderSunlight();
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/** Blend all light related map */
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void renderLightbBlend(video::ITexture *diffuse, video::ITexture *specular, video::ITexture *ao, video::ITexture *specmap, bool debug);
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@@ -787,7 +787,7 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
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accumulatedLightColor.push_back(0.);
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accumulatedLightEnergy.push_back(0.);
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}
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m_post_processing->renderPointlight(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH) , accumulatedLightPos, accumulatedLightColor, accumulatedLightEnergy);
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m_post_processing->renderPointlight(accumulatedLightPos, accumulatedLightColor, accumulatedLightEnergy);
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// Handle SSAO
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m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_SSAO), true, false,
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SColor(255, 255, 255, 255));
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@@ -1115,6 +1115,7 @@ namespace FullScreenShader
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GLuint PointLightShader::uniform_invproj;
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GLuint PointLightShader::uniform_viewm;
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GLuint PointLightShader::vao;
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void PointLightShader::init()
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{
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Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/pointlight.frag").c_str());
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@@ -1128,6 +1129,18 @@ namespace FullScreenShader
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vao = createVAO(Program);
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}
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void PointLightShader::setUniforms(const core::matrix4 &InvProjMatrix, const core::matrix4 &ViewMatrix, const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy, unsigned spec, unsigned TU_ntex)
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{
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glUniform4fv(FullScreenShader::PointLightShader::uniform_center, 16, positions.data());
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glUniform4fv(FullScreenShader::PointLightShader::uniform_col, 16, colors.data());
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glUniform1fv(FullScreenShader::PointLightShader::uniform_energy, 16, energy.data());
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glUniform1f(FullScreenShader::PointLightShader::uniform_spec, 200);
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glUniformMatrix4fv(FullScreenShader::PointLightShader::uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
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glUniformMatrix4fv(FullScreenShader::PointLightShader::uniform_viewm, 1, GL_FALSE, ViewMatrix.pointer());
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glUniform1i(FullScreenShader::PointLightShader::uniform_ntex, TU_ntex);
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}
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GLuint SunLightShader::Program;
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GLuint SunLightShader::uniform_ntex;
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GLuint SunLightShader::uniform_direction;
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@@ -327,6 +327,7 @@ public:
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static GLuint vao;
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static void init();
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static void setUniforms(const core::matrix4 &InvProjMatrix, const core::matrix4 &ViewMatrix, const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy, unsigned spec, unsigned TU_ntex);
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};
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class SunLightShader
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