mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 22:55:40 +00:00
40c8259130
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this. A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now. This is a big update so I apologise in advance if I accidently broke something :]
473 lines
12 KiB
C++
473 lines
12 KiB
C++
#include "R3DFrameBuffers.h"
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#include "Mat4.h"
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#define countof(a) (sizeof(a)/sizeof(*(a)))
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namespace New3D {
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R3DFrameBuffers::R3DFrameBuffers()
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{
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m_frameBufferID = 0;
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m_renderBufferID = 0;
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m_frameBufferIDCopy = 0;
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m_renderBufferIDCopy = 0;
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m_width = 0;
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m_height = 0;
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m_vao = 0;
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for (auto &i : m_texIDs) {
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i = 0;
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}
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m_lastLayer = Layer::none;
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AllocShaderTrans();
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AllocShaderBase();
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AllocShaderWipe();
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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// no states needed since we do it in the shader
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glBindVertexArray(0);
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}
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R3DFrameBuffers::~R3DFrameBuffers()
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{
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DestroyFBO();
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m_shaderTrans.UnloadShaders();
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m_shaderBase.UnloadShaders();
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m_shaderWipe.UnloadShaders();
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if (m_vao) {
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glDeleteVertexArrays(1, &m_vao);
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m_vao = 0;
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}
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}
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bool R3DFrameBuffers::CreateFBO(int width, int height)
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{
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m_width = width;
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m_height = height;
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m_texIDs[0] = CreateTexture(width, height); // colour buffer
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m_texIDs[1] = CreateTexture(width, height); // trans layer1
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m_texIDs[2] = CreateTexture(width, height); // trans layer2
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glGenFramebuffers(1, &m_frameBufferID);
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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// colour attachments
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texIDs[0], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_texIDs[1], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_texIDs[2], 0);
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// depth/stencil attachment
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glGenRenderbuffers(1, &m_renderBufferID);
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glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferID);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferID);
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// check setup was successful
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auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, 0); //created R3DFrameBuffers now disable it
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CreateFBODepthCopy(width, height);
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return (fboStatus == GL_FRAMEBUFFER_COMPLETE);
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}
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bool R3DFrameBuffers::CreateFBODepthCopy(int width, int height)
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{
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glGenFramebuffers(1, &m_frameBufferIDCopy);
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferIDCopy);
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glGenRenderbuffers(1, &m_renderBufferIDCopy);
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glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferIDCopy);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferIDCopy);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferIDCopy);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// check setup was successful
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auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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return (fboStatus == GL_FRAMEBUFFER_COMPLETE);
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}
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void R3DFrameBuffers::StoreDepth()
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_frameBufferID);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_frameBufferIDCopy);
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glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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void R3DFrameBuffers::RestoreDepth()
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_frameBufferIDCopy);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_frameBufferID);
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glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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void R3DFrameBuffers::DestroyFBO()
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{
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if (m_frameBufferID) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteRenderbuffers(1, &m_renderBufferID);
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glDeleteFramebuffers(1, &m_frameBufferID);
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}
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if (m_frameBufferIDCopy) {
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glDeleteRenderbuffers(1, &m_renderBufferIDCopy);
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glDeleteFramebuffers(1, &m_frameBufferIDCopy);
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}
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for (auto &i : m_texIDs) {
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if (i) {
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glDeleteTextures(1, &i);
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i = 0;
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}
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}
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m_frameBufferID = 0;
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m_renderBufferID = 0;
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m_frameBufferIDCopy = 0;
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m_renderBufferIDCopy = 0;
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m_width = 0;
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m_height = 0;
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}
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GLuint R3DFrameBuffers::CreateTexture(int width, int height)
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{
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GLuint texId;
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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return texId;
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}
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void R3DFrameBuffers::BindTexture(Layer layer)
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{
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glBindTexture(GL_TEXTURE_2D, m_texIDs[(int)layer]);
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}
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void R3DFrameBuffers::SetFBO(Layer layer)
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{
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if (m_lastLayer == layer) {
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return;
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}
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switch (layer)
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{
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case Layer::colour:
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case Layer::trans1:
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case Layer::trans2:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 + (GLenum)layer };
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glDrawBuffers(countof(buffers), buffers);
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break;
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}
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case Layer::trans12:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(countof(buffers), buffers);
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break;
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}
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case Layer::all:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(countof(buffers), buffers);
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break;
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}
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case Layer::none:
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDrawBuffer(GL_BACK);
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break;
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}
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}
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m_lastLayer = layer;
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}
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void R3DFrameBuffers::AllocShaderBase()
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{
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const char *vertexShader = R"glsl(
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#version 410 core
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// outputs
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out vec2 fsTexCoord;
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void main(void)
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{
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const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, -1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0));
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fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
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gl_Position = vertices[gl_VertexID % 4];
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}
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 410 core
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// inputs
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uniform sampler2D tex1; // base tex
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in vec2 fsTexCoord;
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// outputs
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out vec4 fragColor;
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void main()
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{
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vec4 colBase = texture(tex1, fsTexCoord);
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if(colBase.a < 1.0) discard;
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fragColor = colBase;
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}
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)glsl";
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m_shaderBase.LoadShaders(vertexShader, fragmentShader);
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m_shaderBase.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
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}
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void R3DFrameBuffers::AllocShaderTrans()
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{
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const char *vertexShader = R"glsl(
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#version 410 core
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// outputs
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out vec2 fsTexCoord;
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void main(void)
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{
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const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, -1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0));
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fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
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gl_Position = vertices[gl_VertexID % 4];
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}
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 410 core
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uniform sampler2D tex1; // trans layer 1
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uniform sampler2D tex2; // trans layer 2
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in vec2 fsTexCoord;
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// outputs
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out vec4 fragColor;
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void main()
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{
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vec4 colTrans1 = texture( tex1, fsTexCoord);
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vec4 colTrans2 = texture( tex2, fsTexCoord);
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if(colTrans1.a+colTrans2.a > 0.0) {
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vec3 col1 = colTrans1.rgb * colTrans1.a;
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vec3 col2 = colTrans2.rgb * colTrans2.a;
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colTrans1 = vec4((col1+col2) / (colTrans1.a + colTrans2.a), // this is my best guess at the blending between the layers
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colTrans1.a+colTrans2.a);
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}
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fragColor = colTrans1;
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}
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)glsl";
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m_shaderTrans.LoadShaders(vertexShader, fragmentShader);
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m_shaderTrans.uniformLoc[0] = m_shaderTrans.GetUniformLocation("tex1");
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m_shaderTrans.uniformLoc[1] = m_shaderTrans.GetUniformLocation("tex2");
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}
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void R3DFrameBuffers::AllocShaderWipe()
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{
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const char *vertexShader = R"glsl(
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#version 410 core
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// outputs
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out vec2 fsTexCoord;
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void main(void)
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{
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const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, -1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0));
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fsTexCoord = (vertices[gl_VertexID % 4].xy + 1.0) / 2.0;
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gl_Position = vertices[gl_VertexID % 4];
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}
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 410 core
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uniform sampler2D texColor; // base colour layer
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in vec2 fsTexCoord;
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// outputs
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layout (location = 0) out vec4 fragColor0;
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layout (location = 1) out vec4 fragColor1;
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void main()
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{
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vec4 colBase = texture(texColor, fsTexCoord);
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if(colBase.a == 0.0) {
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discard; // no colour pixels have been written
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}
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fragColor0 = vec4(0.0); // wipe these parts of the alpha buffer
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fragColor1 = vec4(0.0); // since they have been overwritten by the next priority layer
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}
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)glsl";
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m_shaderWipe.LoadShaders(vertexShader, fragmentShader);
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m_shaderWipe.uniformLoc[0] = m_shaderTrans.GetUniformLocation("texColor");
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}
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void R3DFrameBuffers::Draw()
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{
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SetFBO (Layer::none); // make sure to draw on the back buffer
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glViewport (0, 0, m_width, m_height); // cover the entire screen
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glDisable (GL_DEPTH_TEST); // disable depth testing / writing
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glDisable (GL_CULL_FACE);
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glDisable (GL_BLEND);
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for (int i = 0; i < countof(m_texIDs); i++) { // bind our textures to correct texture units
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, m_texIDs[i]);
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}
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glActiveTexture (GL_TEXTURE0);
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glBindVertexArray (m_vao);
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DrawBaseLayer ();
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable (GL_BLEND);
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DrawAlphaLayer ();
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glDisable (GL_BLEND);
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glBindVertexArray (0);
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}
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void R3DFrameBuffers::CompositeBaseLayer()
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{
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SetFBO(Layer::none); // make sure to draw on the back buffer
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glViewport(0, 0, m_width, m_height); // cover the entire screen
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glDisable(GL_DEPTH_TEST); // disable depth testing / writing
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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for (int i = 0; i < countof(m_texIDs); i++) { // bind our textures to correct texture units
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, m_texIDs[i]);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(m_vao);
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DrawBaseLayer();
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glBindVertexArray(0);
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}
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void R3DFrameBuffers::CompositeAlphaLayer()
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{
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SetFBO(Layer::none); // make sure to draw on the back buffer
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glViewport(0, 0, m_width, m_height); // cover the entire screen
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glDisable(GL_DEPTH_TEST); // disable depth testing / writing
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glDisable(GL_CULL_FACE);
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for (int i = 0; i < countof(m_texIDs); i++) { // bind our textures to correct texture units
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, m_texIDs[i]);
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}
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glActiveTexture(GL_TEXTURE0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glBindVertexArray(m_vao);
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DrawAlphaLayer();
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glDisable(GL_BLEND);
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glBindVertexArray(0);
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}
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void R3DFrameBuffers::DrawOverTransLayers()
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{
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SetFBO(Layer::trans12); // need to write to both layers
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glViewport (0, 0, m_width, m_height); // cover the entire screen
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glDisable (GL_DEPTH_TEST); // disable depth testing / writing
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glDisable (GL_CULL_FACE);
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glDisable (GL_BLEND);
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glActiveTexture (GL_TEXTURE0);
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glBindTexture (GL_TEXTURE_2D, m_texIDs[0]);
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glBindVertexArray(m_vao);
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m_shaderWipe.EnableShader();
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glUniform1i(m_shaderWipe.uniformLoc[0], 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_shaderWipe.DisableShader();
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glBindVertexArray(0);
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}
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void R3DFrameBuffers::DrawBaseLayer()
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{
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m_shaderBase.EnableShader();
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glUniform1i(m_shaderTrans.uniformLoc[0], 0); // to do check this
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_shaderBase.DisableShader();
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}
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void R3DFrameBuffers::DrawAlphaLayer()
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{
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m_shaderTrans.EnableShader();
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glUniform1i(m_shaderTrans.uniformLoc[0], 1); // tex unit 1
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glUniform1i(m_shaderTrans.uniformLoc[1], 2); // tex unit 2
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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m_shaderTrans.DisableShader();
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}
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}
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