/*
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* Copyright (C) 2017 Christopher J. Howard
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*
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* This file is part of Antkeeper Source Code.
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*
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* Antkeeper Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RENDER_PASSES_HPP
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#define RENDER_PASSES_HPP
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#include <emergent/emergent.hpp>
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using namespace Emergent;
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#include "material-loader.hpp"
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#include "model-loader.hpp"
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/**
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* Clears framebuffers
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*/
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class ClearRenderPass: public RenderPass
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{
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public:
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ClearRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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void setClear(bool color, bool depth, bool stencil);
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void setClearColor(const Vector4& color);
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void setClearDepth(float depth);
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void setClearStencil(int index);
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private:
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bool clearColor;
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bool clearDepth;
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bool clearStencil;
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Vector4 color;
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float depth;
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int index;
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};
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/**
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* Renders the distance from the view frustum's near clipping plane to scene geometry. The render target should have a depth only framebuffer.
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*/
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class ShadowMapRenderPass: public RenderPass
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{
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public:
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ShadowMapRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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inline void setViewCamera(const Camera* camera) { this->viewCamera = camera; }
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inline void setLightCamera(Camera* camera) { this->lightCamera = camera; }
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inline int getFrustumSplitCount() const { return frustumSplitCount; }
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inline const ViewFrustum& getSplitViewFrustum(std::size_t index) const { return splitViewFrustum->getSubfrustum(index); }
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inline const Matrix4& getCropMatrix(std::size_t index) const { return cropMatrices[index]; }
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inline const Matrix4& getTileMatrix(std::size_t index) const { return tileMatrices[index]; }
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private:
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ShaderParameterSet parameterSet;
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const ShaderParameter* modelViewProjectionParam;
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const ShaderParameter* matrixPaletteParam;
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ShaderLoader shaderLoader;
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Shader* unskinnedShader;
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Shader* skinnedShader;
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int maxBoneCount;
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int frustumSplitCount;
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int shadowMapResolution;
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int croppedShadowMapResolution;
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Vector4* croppedShadowMapViewports;
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Matrix4* cropMatrices;
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Matrix4* tileMatrices;
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const Camera* viewCamera;
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Camera* lightCamera;
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SplitViewFrustum* splitViewFrustum;
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};
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/**
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* Writes clipped edges to stencil buffer.
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*/
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class ClippingRenderPass: public RenderPass
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{
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public:
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ClippingRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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void setClippingPlane(const Plane& plane);
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private:
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ShaderParameterSet parameterSet;
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const ShaderParameter* modelParam;
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const ShaderParameter* modelViewProjectionParam;
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const ShaderParameter* clippingPlanesParam;
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ShaderLoader shaderLoader;
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Shader* shader;
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Vector4 clippingPlane;
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};
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/**
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* Renders soil profiles.
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*
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* A soil profile generally of five soil horizons: O, A, B, C, and R.
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*
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* Horizon O: Organic
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* Horizon A: Surface
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* Horizon B: Subsoil
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* Horizon C: Substratum
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* Horizon R: Bedrock
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*
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* In this render pass, only the O, A, B, and C horizons are used.
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*/
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class SoilRenderPass: public RenderPass
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{
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public:
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SoilRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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inline void setHorizonOTexture(Texture* texture) { horizonOTexture = texture; }
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inline void setHorizonATexture(Texture* texture) { horizonATexture = texture; }
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inline void setHorizonBTexture(Texture* texture) { horizonBTexture = texture; }
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inline void setHorizonCTexture(Texture* texture) { horizonCTexture = texture; }
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private:
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ShaderParameterSet parameterSet;
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const ShaderParameter* modelParam;
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const ShaderParameter* modelViewProjectionParam;
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const ShaderParameter* horizonTexturesParam;
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ShaderLoader shaderLoader;
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Shader* shader;
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Texture* horizonOTexture;
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Texture* horizonATexture;
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Texture* horizonBTexture;
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Texture* horizonCTexture;
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};
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/**
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* Renders scene geometry.
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*/
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class LightingRenderPass: public RenderPass
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{
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public:
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LightingRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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inline void setShadowMap(GLuint shadowMap) { this->shadowMap = shadowMap; }
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inline void setShadowCamera(const Camera* camera) { this->shadowCamera = camera; }
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inline void setShadowMapPass(const ShadowMapRenderPass* shadowMapPass) { this->shadowMapPass = shadowMapPass; }
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inline void setDiffuseCubemap(const Texture* cubemap) { this->diffuseCubemap = cubemap; }
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inline void setSpecularCubemap(const Texture* cubemap) { this->specularCubemap = cubemap; }
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private:
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class RenderOpCompare
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{
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public:
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// Sort render opations
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bool operator()(const RenderOperation& opA, const RenderOperation& opB) const;
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};
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bool loadShader(const RenderOperation& operation);
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ShaderParameterSet parameterSet;
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const ShaderParameter* matrixPaletteParam;
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const ShaderParameter* modelParam;
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const ShaderParameter* modelViewParam;
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const ShaderParameter* modelViewProjectionParam;
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const ShaderParameter* normalModelViewParam;
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const ShaderParameter* normalModelParam;
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const ShaderParameter* lightViewProjectionParam;
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const ShaderParameter* shadowMapParam;
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const ShaderParameter* cameraPositionParam;
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const ShaderParameter* directionalLightCountParam;
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const ShaderParameter* directionalLightColorsParam;
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const ShaderParameter* directionalLightDirectionsParam;
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const ShaderParameter* albedoOpacityMapParam;
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const ShaderParameter* metalnessRoughnessMapParam;
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const ShaderParameter* normalOcclusionMapParam;
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const ShaderParameter* diffuseCubemapParam;
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const ShaderParameter* specularCubemapParam;
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Shader* unskinnedShader;
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Shader* skinnedShader;
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int maxBoneCount;
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ShaderLoader shaderLoader;
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std::map<std::size_t, Shader*> shaderCache;
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//Shader* lightingShader;
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Matrix4 biasMatrix;
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GLuint shadowMap;
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Texture* treeShadow;
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const Texture* diffuseCubemap;
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const Texture* specularCubemap;
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const Camera* shadowCamera;
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float time;
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const ShadowMapRenderPass* shadowMapPass;
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};
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/**
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* Renders bounding boxes, skeletons
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*/
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class DebugRenderPass: public RenderPass
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{
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public:
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DebugRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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//void setDrawBounds(bool enabled);
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//void setDrawSkeletons(bool enabled);
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//void setDrawCameras(bool enabled);
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//void setDrawLights(bool enabled);
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private:
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ShaderParameterSet parameterSet;
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const ShaderParameter* modelViewProjectionParam;
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ShaderLoader shaderLoader;
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Shader* unlitSolidShader;
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int aabbVertexCount;
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int aabbIndexCount;
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GLuint aabbVAO;
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GLuint aabbVBO;
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GLuint aabbIBO;
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};
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/**
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* Renders the user interface
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*/
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class UIRenderPass: public RenderPass
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{
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public:
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UIRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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private:
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ShaderParameterSet parameterSet;
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const ShaderParameter* modelViewProjectionParam;
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const ShaderParameter* textureParam;
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const ShaderParameter* texcoordOffsetParam;
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const ShaderParameter* texcoordScaleParam;
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ShaderLoader shaderLoader;
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Shader* texturedUIShader;
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Shader* untexturedUIShader;
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};
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/**
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* Renders a vignette
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*/
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class VignetteRenderPass: public RenderPass
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{
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public:
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VignetteRenderPass();
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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private:
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ShaderParameterSet parameterSet;
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const ShaderParameter* modelViewProjectionParam;
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const ShaderParameter* bayerTextureParam;
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ShaderLoader shaderLoader;
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Shader* shader;
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GLuint bayerTextureID;
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};
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/**
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* Renders a skybox
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*/
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class SkyboxRenderPass: public RenderPass
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{
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public:
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SkyboxRenderPass();
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inline void setCubemap(Texture* cubemap) { this->cubemap = cubemap; }
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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private:
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ShaderParameterSet parameterSet;
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const ShaderParameter* matrixParam;
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const ShaderParameter* cubemapParam;
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ShaderLoader shaderLoader;
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Shader* shader;
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Texture* cubemap;
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int quadVertexCount;
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int quadIndexCount;
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GLuint quadVAO;
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GLuint quadVBO;
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GLuint quadIBO;
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};
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#endif // RENDER_PASSES_HPP
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