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694 lines (570 loc) · 20 KB
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Copy pathRenderer.cpp
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694 lines (570 loc) · 20 KB
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#include "Renderer.h"
#include "GLFunctions.h"
#include <iostream>
Renderer::Renderer() :
m_mainCamera(nullptr),
m_resource_manager(nullptr),
m_viewport_width(1600),
m_viewport_height(900),
m_clear_color(0.15f, 0.15f, 0.15f, 0),
m_point_size(30.f),
m_ubo(-1),
m_b_sph_visibility(true),
m_b_dem_visibility(true),
m_b_boundary_visibility(false),
//m_b_smooth_depth(false),
m_b_render_fluid(true),
m_b_use_temperature_shader(false)
{
}
Renderer::~Renderer()
{
}
void Renderer::Initialize(
std::shared_ptr<ResourceManager> resource_manager,
std::shared_ptr<ParticleSystem> particle_system,
std::shared_ptr<Camera> camera,
int viewport_width, int viewport_height)
{
m_resource_manager = resource_manager;
m_particle_system = particle_system;
m_mainCamera = camera;
m_viewport_width = viewport_width;
m_viewport_height = viewport_height;
m_screen_size = glm::vec2(viewport_width, viewport_height);
m_blur_dirX = glm::vec2(1.f / m_screen_size.x, 1.0f);
m_blur_dirY = glm::vec2(1.f, 1.f / m_screen_size.y);
InitializeSSFRBuffers();
}
void Renderer::InitializeSSFRBuffers()
{
m_rtt_scene.SetupColorAttachment(m_viewport_width, m_viewport_height, true);
m_rtt_depth.SetupDepthAttachment(m_viewport_width, m_viewport_height);
m_rtt_scene_depth.SetupDepthAttachment(m_viewport_width, m_viewport_height);
m_rtt_blurX.SetupDepthAttachment(m_viewport_width, m_viewport_height);
m_rtt_blurY.SetupDepthAttachment(m_viewport_width, m_viewport_height);
m_rtt_thickness.SetupColorAttachment(m_viewport_width, m_viewport_height);
/*
string path = "capture.JPG";
debug_texture = GLFunctions::LoadTexture(path.c_str(), false);
*/
float quadVertices[] = {
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO
glGenVertexArrays(1, &m_screen_vao);
glGenBuffers(1, &m_screen_vbo);
glBindVertexArray(m_screen_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_screen_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(0); //unbind screen_vao
}
void Renderer::DisableGLFunctions()
{
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
//glDisable(GL_POINT_SPRITE);
}
void Renderer::ClearBuffer()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
}
void Renderer::Render()
{
ClearBuffer();
glViewport(0, 0, m_viewport_width, m_viewport_height);
//RenderObjects();
RenderScene();
if (m_b_sph_visibility && m_b_render_fluid)
{
RenderSceneDepth();
RenderFluidDepth();
SmoothDepth();
RenderThickness();
RenderFluid();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer::SwitchSphVisibility()
{
m_b_sph_visibility = !m_b_sph_visibility;
}
void Renderer::SwitchDEMVisibility()
{
m_b_dem_visibility = !m_b_dem_visibility;
}
void Renderer::SwitchBoundaryVisibility()
{
m_b_boundary_visibility = !m_b_boundary_visibility;
}
void Renderer::SwitchTemperatureShader()
{
m_b_use_temperature_shader = !m_b_use_temperature_shader;
}
void Renderer::SwtichRenderFluid()
{
m_b_render_fluid = !m_b_render_fluid;
std::cout << "Status: " << ((m_b_render_fluid) ? "On" : "Off") << std::endl;
}
/*
void Renderer::SwitchDepthSmooth()
{
m_b_smooth_depth = !m_b_smooth_depth;
std::cout << "Status: " << ((m_b_smooth_depth) ? "On" : "Off") << std::endl;
}
*/
void Renderer::setMainCamera(std::shared_ptr<Camera> camera)
{
m_mainCamera = camera;
}
void Renderer::setClearColor(glm::vec4 clear_color)
{
m_clear_color = clear_color;
}
void Renderer::SetupUniformBufferOject()
{
if (m_ubo == -1)
return;
/*
* Setup UBO here
*/
glBindBuffer(GL_UNIFORM_BUFFER, m_ubo);
glBufferSubData(
GL_UNIFORM_BUFFER,
0,
sizeof(glm::mat4),
glm::value_ptr(m_mainCamera->m_projection));
glBufferSubData(
GL_UNIFORM_BUFFER,
sizeof(glm::mat4),
sizeof(glm::mat4),
glm::value_ptr(m_mainCamera->m_lookAt));
/* light matrix from light system (light map?)
glBufferSubData(
GL_UNIFORM_BUFFER,
2 * sizeof(glm::mat4),
sizeof(glm::mat4),
glm::value_ptr(m_renderer->getLightMat()));
*/
//glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void Renderer::RenderObjects()
{
const Shader_Object_Map& shader_object_map = m_resource_manager->getShaderObjectMap();
// For each shader program we call object->render()
// Our render will automatically arrange the shader->objects map
for (auto it = shader_object_map.cbegin(); it != shader_object_map.cend(); ++it)
{
auto shader = it->first;
const auto& obj_vec = it->second;
shader->Use();
for (auto obj_it = obj_vec.cbegin(); obj_it != obj_vec.cend(); ++obj_it)
{
RenderGameObject(shader, (*obj_it)->getMesh(), (*obj_it)->m_transform);
}
}
}
void Renderer::RenderGameObject(const std::shared_ptr<Shader>& shader, const std::shared_ptr<Mesh>& mesh, const Transform& transform)
{
if (!m_mainCamera)
return;
if (!mesh)
{
std::cout << "No Mesh to Render\n";
return;
}
//mesh->Render();
//shadow mapping shader
const glm::mat4 pvm = m_mainCamera->m_cameraMat * transform.getModelMatWorld();
//shader->SetUniformMat4("pvm", pvm);
shader->SetUniformMat4("modelMat", transform.getModelMatWorld());
//shader->SetUniformMat4("lightSpaceMatrix", light_mat);
// shadow map configuration
shader->SetUniformInt("shadowMap", 0);
shader->SetUniformVec3("lightPos", m_mainCamera->m_position);
shader->SetUniformVec3("viewPos", m_mainCamera->m_position);
//glBindTexture(GL_TEXTURE_2D, m_depthMap);
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, m_depthMap);
glBindVertexArray(mesh->getVAO());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->getEBO());
glDrawElements(
GL_TRIANGLES,
static_cast<unsigned int>(mesh->getNumberOfIndices()),
GL_UNSIGNED_INT,
0);
glBindVertexArray(0);
}
void Renderer::RenderGameObjectDepth(const std::shared_ptr<Shader>& shader, const std::shared_ptr<Mesh>& mesh, const Transform& transform)
{
if (!m_mainCamera)
return;
if (!mesh)
{
std::cout << "No Mesh to Render\n";
return;
}
//mesh->Render();
//shadow mapping shader
const glm::mat4 pvm = m_mainCamera->m_cameraMat * transform.getModelMatWorld();
shader->SetUniformMat4("pvm", pvm);
// render
glBindVertexArray(mesh->getVAO());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->getEBO());
glDrawElements(
GL_TRIANGLES,
static_cast<unsigned int>(mesh->getNumberOfIndices()),
GL_UNSIGNED_INT,
0);
glBindVertexArray(0);
}
void Renderer::RenderObjectsDepth()
{
const auto obj_vec = m_resource_manager->getObjects();
const auto static_obj_vec = m_resource_manager->getStaticObjects();
const auto shader = m_resource_manager->FindShaderByName("SimpleDepth");
shader->Use();
for (auto obj_it = obj_vec.cbegin(); obj_it != obj_vec.cend(); ++obj_it)
{
RenderGameObjectDepth(shader, (*obj_it)->getMesh(), (*obj_it)->m_transform);
}
for (auto obj_it = static_obj_vec.cbegin(); obj_it != static_obj_vec.cend(); ++obj_it)
{
RenderGameObjectDepth(shader, (*obj_it)->getMesh(), (*obj_it)->m_transform);
}
}
void Renderer::RenderScene()
{
// Good habbit to reset :>
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_viewport_width, m_viewport_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
const glm::mat4 pvm = m_mainCamera->m_cameraMat * glm::mat4(1);
// Get shaders
const std::shared_ptr<Shader> point_shader = m_resource_manager->FindShaderByName("PointSprite");
const std::shared_ptr<Shader> temp_shader = m_resource_manager->FindShaderByName("PointSpriteTemperature");
// select shader
const std::shared_ptr<Shader> shader = (m_b_use_temperature_shader) ? temp_shader : point_shader;
shader->Use();
// set uniforms
shader->SetUniformMat4("pvm", pvm);
shader->SetUniformFloat("point_size", m_point_size);
shader->SetUniformVec3("light_pos", m_mainCamera->m_position);
shader->SetUniformVec3("camera_pos", m_mainCamera->m_position);
shader->SetUniformMat4("view", m_mainCamera->m_lookAt);
if (m_b_use_temperature_shader)
{
shader->SetUniformVec3("hottest_color", glm::vec3(1, 0, 0));
shader->SetUniformVec3("coolest_color", glm::vec3(0, 0, 1));
shader->SetUniformFloat("hottest_temperature", m_particle_system->getHottestTemperature());
shader->SetUniformFloat("coolest_temperature", m_particle_system->getCoolestTemperature());
}
// enable opengl functions
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
//glEnable(GL_POINT_SPRITE);
glEnable(GL_DEPTH_TEST);
//glEnable(GL_BLEND);
//glDepthMask(GL_TRUE);
if (m_b_sph_visibility && !m_b_render_fluid)
{
// fluid particles
const ParticleSet* const particles = m_particle_system->getSPHParticles();
#ifdef _DEBUG
assert(shader);
#endif
// set point color
if (!m_b_use_temperature_shader)
shader->SetUniformVec3("point_color", particles->m_color);// glm::vec3(0.7f, 0.7f, 1.f));
glBindVertexArray(m_particle_system->getSPH_VAO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getSPHParticles()->m_size);
glBindVertexArray(0);
}
if (m_b_dem_visibility)
{
// dem particles
const ParticleSet* const dem_particles = m_particle_system->getDEMParticles();
#ifdef _DEBUG
assert(shader);
#endif
// set point color
if (!m_b_use_temperature_shader)
shader->SetUniformVec3("point_color", dem_particles->m_color); //glm::vec3(0.75f, 0.75f, 0.75f));
// if we are rendering the fluid, render to scene fbo
if (m_b_render_fluid)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_scene.m_fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
// render
glBindVertexArray(m_particle_system->getDEMVAO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getDEMParticles()->m_size);
glBindVertexArray(0);
}
else
{
// if the dem visibility is set to false but still rendering fluid, render nothing to scene fbo
if (m_b_render_fluid)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_scene.m_fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//render nothing
glBindVertexArray(m_particle_system->getDEMVAO());
glDrawArrays(GL_POINTS, 0, 0);
glBindVertexArray(0);
}
}
if (m_b_boundary_visibility)
{
// render boundary particles
const ParticleSet* const boundary_particles = m_particle_system->getBoundaryParticles();
point_shader->Use();
shader->SetUniformMat4("pvm", pvm);
shader->SetUniformFloat("point_size", m_point_size);
shader->SetUniformVec3("light_pos", m_mainCamera->m_position);
shader->SetUniformVec3("camera_pos", m_mainCamera->m_position);
shader->SetUniformMat4("view", m_mainCamera->m_lookAt);
point_shader->SetUniformVec3("point_color", boundary_particles->m_color); //glm::vec3(1.f, 1.f, 1.f));
glBindVertexArray(m_particle_system->getBoundaryVAO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getBoundaryParticles()->m_size);
glBindVertexArray(0);
}
// disable when not using
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
RenderObjects();
}
void Renderer::RenderSceneDepth()
{
// Good habbit to reset :>
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_viewport_width, m_viewport_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
const glm::mat4 pvm = m_mainCamera->m_cameraMat * glm::mat4(1);
const glm::mat4 model_view = m_mainCamera->m_lookAt * glm::mat4(1);
// Get shaders
const std::shared_ptr<Shader> shader = m_resource_manager->FindShaderByName("PointDepth");
shader->Use();
// set uniforms
shader->SetUniformMat4("pvm", pvm);
shader->SetUniformFloat("point_size", m_point_size);
shader->SetUniformVec3("camera_pos", m_mainCamera->m_position);
shader->SetUniformMat4("view", m_mainCamera->m_lookAt);
shader->SetUniformMat4("model_view", model_view);
// enable opengl functions
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// bind scene depth map fbo
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_scene_depth.m_fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_b_dem_visibility)
{
// dem particles
const ParticleSet* const dem_particles = m_particle_system->getDEMParticles();
#ifdef _DEBUG
assert(shader);
#endif
// set point color
if (!m_b_use_temperature_shader)
shader->SetUniformVec3("point_color", dem_particles->m_color); // glm::vec3(0.75f, 0.75f, 0.75f));
// render
glBindVertexArray(m_particle_system->getDEMVAO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getDEMParticles()->m_size);
glBindVertexArray(0);
}
else
{
// if the dem visibility is set to false but still rendering fluid, render nothing to scene fbo
if (m_b_render_fluid)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_scene.m_fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//render nothing
glBindVertexArray(m_particle_system->getDEMVAO());
glDrawArrays(GL_POINTS, 0, 0);
glBindVertexArray(0);
}
}
if (m_b_boundary_visibility)
{
// render boundary particles
const ParticleSet* const boundary_particles = m_particle_system->getBoundaryParticles();
glBindVertexArray(m_particle_system->getBoundaryVAO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getBoundaryParticles()->m_size);
glBindVertexArray(0);
}
// disable when not using
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
RenderObjectsDepth();
}
void Renderer::RenderFluidDepth()
{
const std::shared_ptr<Shader> shader = m_resource_manager->FindShaderByName("PointDepth");
const glm::mat4 pvm = m_mainCamera->m_cameraMat * glm::mat4(1);
glm::mat4 model_view = m_mainCamera->m_lookAt * glm::mat4(1);
// reset
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_viewport_width, m_viewport_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
shader->Use();
shader->SetUniformMat4("pvm", pvm);
shader->SetUniformFloat("point_size", m_point_size);
shader->SetUniformVec3("light_pos", m_mainCamera->m_position);
shader->SetUniformVec3("camera_pos", m_mainCamera->m_position);
shader->SetUniformMat4("view", m_mainCamera->m_lookAt);
//shader->SetUniformVec3("point_color", glm::vec3(0.7f, 0.7f, 1.f));
shader->SetUniformMat4("model_view", model_view);
shader->SetUniformMat4("projection", m_mainCamera->m_projection);
shader->SetUniformFloat("sphere_radius", m_particle_system->getParticleRadius());
shader->SetUniformFloat("near_plane", 0.01f);
shader->SetUniformFloat("far_plane", 15.f);
if (m_b_sph_visibility)
{
// fluid particles
const ParticleSet* const particles = m_particle_system->getSPHParticles();
#ifdef _DEBUG
assert(shader);
#endif
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDepthMask(GL_TRUE); // Allow to write depth buffer
// write to fbo
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_depth.m_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
//render
glBindVertexArray(m_particle_system->getSPH_VAO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getSPHParticles()->m_size);
glBindVertexArray(0);
// unbind
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
}
}
void Renderer::SmoothDepth()
{
const std::shared_ptr<Shader> shader = m_resource_manager->FindShaderByName("DepthSmooth");
shader->Use();
// reset
// unbind to make sure not rendering wrong framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_viewport_width, m_viewport_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
// -------------------vertical blur---------------------
// activate texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_rtt_depth.m_texture);
// set uniforms
shader->SetUniformInt("depth_map", 0);
shader->SetUniformFloat("filter_radius", 10);
shader->SetUniformFloat("blur_scale", 0.1f);
shader->SetUniformVec2("blur_dir", m_blur_dirY);
shader->SetUniformFloat("near_plane", 0.01f);
shader->SetUniformFloat("far_plane", 15.f);
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_blurY.m_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
glBindVertexArray(m_screen_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
// -------------------Horizontal blur---------------------
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_viewport_width, m_viewport_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
// active & bind texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_rtt_blurY.m_texture);
// set uniforms
shader->SetUniformInt("depth_map", 0);
shader->SetUniformVec2("blur_dir", m_blur_dirX);
// bind framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_blurX.m_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
glBindVertexArray(m_screen_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
void Renderer::RenderThickness()
{
const std::shared_ptr<Shader> shader = m_resource_manager->FindShaderByName("Thickness");
shader->Use();
// reset
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_viewport_width, m_viewport_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
// set uniforms
const glm::mat4 pvm = m_mainCamera->m_cameraMat * glm::mat4(1);
glm::mat4 model_view = m_mainCamera->m_lookAt * glm::mat4(1);
shader->SetUniformMat4("model_view", model_view);
shader->SetUniformMat4("pvm", pvm);
shader->SetUniformFloat("point_size", m_point_size);
shader->SetUniformFloat("thickness_unit", 0.1f);
// Enable functions
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE); // C_{final} = C_a * 1 + C_b * 1
glBlendEquation(GL_FUNC_ADD); // add to get the thickness
glDepthMask(GL_FALSE); // forbbit shader writting to depth buffer
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
////glEnable(GL_POINT_SPRITE);
// bind framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_rtt_thickness.m_fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render particle thickness
glBindVertexArray(m_particle_system->getSPH_VAO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getSPHParticles()->m_size);
glBindVertexArray(0);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
//glDisable(GL_POINT_SPRITE);
glDisable(GL_BLEND); // disable blend for safety
glDepthMask(GL_TRUE);
}
void Renderer::RenderFluid()
{
const std::shared_ptr<Shader> shader = m_resource_manager->FindShaderByName("SSFR_Fluid");
shader->Use();
// reset
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_viewport_width, m_viewport_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
// active & bind texture
// depth texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_rtt_blurX.m_texture);
// thickness texture
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_rtt_thickness.m_texture);
// scene texture
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_rtt_scene.m_texture);
// scene depth texture
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, m_rtt_scene_depth.m_texture);
// set uniforms
const glm::mat4 pvm = m_mainCamera->m_cameraMat * glm::mat4(1);
glm::mat4 model_view = m_mainCamera->m_lookAt * glm::mat4(1);
shader->SetUniformInt("depth_map", 0);
shader->SetUniformInt("thickness_map", 1);
shader->SetUniformInt("scene_map", 2);
shader->SetUniformInt("scene_depth_map", 3);
shader->SetUniformVec4("light_color", glm::vec4(1,1,1,0.8f));
shader->SetUniformVec3("light_pos", m_mainCamera->m_position);
shader->SetUniformMat4("projection", m_mainCamera->m_projection);
shader->SetUniformMat4("model_view", model_view);
shader->SetUniformVec2("inv_tex_scale", glm::vec2(1.f / (float)m_viewport_width, 1.f / (float)m_viewport_height));
// render
glBindVertexArray(m_screen_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}