Imported glslang library. Refactoring shader manager.
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@@ -312,7 +312,7 @@ void KRCamera::renderFrame(GLint defaultFBO, GLint renderBufferWidth, GLint rend
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}
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if(m_pSkyBoxTexture) {
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getContext().getShaderManager()->selectShader("sky_box", *this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, m_viewport, Matrix4(), false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_OPAQUE, Vector3::Zero(), 0.0f, Vector4::Zero());
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getContext().getPipelineManager()->selectPipeline("sky_box", *this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, m_viewport, Matrix4(), false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_OPAQUE, Vector3::Zero(), 0.0f, Vector4::Zero());
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getContext().getTextureManager()->selectTexture(0, m_pSkyBoxTexture, 0.0f, KRTexture::TEXTURE_USAGE_SKY_CUBE);
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@@ -473,14 +473,14 @@ void KRCamera::renderFrame(GLint defaultFBO, GLint renderBufferWidth, GLint rend
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GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
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KRShader *pVisShader = getContext().getShaderManager()->getShader("visualize_overlay", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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KRPipeline *pVisShader = getContext().getPipelineManager()->getPipeline("visualize_overlay", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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m_pContext->getMeshManager()->bindVBO(&getContext().getMeshManager()->KRENGINE_VBO_DATA_3D_CUBE_VERTICES, 1.0f);
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for(unordered_map<AABB, int>::iterator itr=m_viewport.getVisibleBounds().begin(); itr != m_viewport.getVisibleBounds().end(); itr++) {
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Matrix4 matModel = Matrix4();
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matModel.scale((*itr).first.size() * 0.5f);
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matModel.translate((*itr).first.center());
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if(getContext().getShaderManager()->selectShader(*this, pVisShader, m_viewport, matModel, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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if(getContext().getPipelineManager()->selectPipeline(*this, pVisShader, m_viewport, matModel, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
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}
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}
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@@ -492,7 +492,7 @@ void KRCamera::renderFrame(GLint defaultFBO, GLint renderBufferWidth, GLint rend
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GL_POP_GROUP_MARKER;
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// fprintf(stderr, "VBO Mem: %i Kbyte Texture Mem: %i/%i Kbyte (active/total) Shader Handles: %i Visible Bounds: %i Max Texture LOD: %i\n", (int)m_pContext->getMeshManager()->getMemUsed() / 1024, (int)m_pContext->getTextureManager()->getActiveMemUsed() / 1024, (int)m_pContext->getTextureManager()->getMemUsed() / 1024, (int)m_pContext->getShaderManager()->getShaderHandlesUsed(), (int)m_visibleBounds.size(), m_pContext->getTextureManager()->getLODDimCap());
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// fprintf(stderr, "VBO Mem: %i Kbyte Texture Mem: %i/%i Kbyte (active/total) Shader Handles: %i Visible Bounds: %i Max Texture LOD: %i\n", (int)m_pContext->getMeshManager()->getMemUsed() / 1024, (int)m_pContext->getTextureManager()->getActiveMemUsed() / 1024, (int)m_pContext->getTextureManager()->getMemUsed() / 1024, (int)m_pContext->getPipelineManager()->getShaderHandlesUsed(), (int)m_visibleBounds.size(), m_pContext->getTextureManager()->getLODDimCap());
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GL_PUSH_GROUP_MARKER("Post Processing");
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GLDEBUG(glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO));
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@@ -692,10 +692,10 @@ void KRCamera::renderPost()
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GLDEBUG(glViewport(0, 0, (GLsizei)m_viewport.getSize().x, (GLsizei)m_viewport.getSize().y));
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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KRShader *postShader = m_pContext->getShaderManager()->getShader("PostShader", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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KRPipeline *postShader = m_pContext->getPipelineManager()->getPipeline("PostShader", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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Vector3 rim_color;
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getContext().getShaderManager()->selectShader(*this, postShader, m_viewport, Matrix4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, rim_color, 0.0f, m_fade_color);
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getContext().getPipelineManager()->selectPipeline(*this, postShader, m_viewport, Matrix4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, rim_color, 0.0f, m_fade_color);
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 0, compositeDepthTexture);
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 1, compositeColorTexture);
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@@ -714,13 +714,13 @@ void KRCamera::renderPost()
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// if(bShowShadowBuffer) {
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// KRShader *blitShader = m_pContext->getShaderManager()->getShader("simple_blit", this, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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// KRPipeline *blitShader = m_pContext->getPipelineManager()->getShader("simple_blit", this, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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//
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// for(int iShadow=0; iShadow < m_cShadowBuffers; iShadow++) {
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// Matrix4 viewMatrix = Matrix4();
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// viewMatrix.scale(0.20, 0.20, 0.20);
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// viewMatrix.translate(-0.70, 0.70 - 0.45 * iShadow, 0.0);
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// getContext().getShaderManager()->selectShader(blitShader, KRViewport(getViewportSize(), viewMatrix, Matrix4()), shadowViewports, Matrix4(), Vector3(), NULL, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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// getContext().getPipelineManager()->selectShader(blitShader, KRViewport(getViewportSize(), viewMatrix, Matrix4()), shadowViewports, Matrix4(), Vector3(), NULL, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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// m_pContext->getTextureManager()->selectTexture(1, NULL);
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// m_pContext->getMeshManager()->bindVBO(&getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES);
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// m_pContext->getTextureManager()->_setActiveTexture(0);
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@@ -878,8 +878,8 @@ void KRCamera::renderPost()
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GLDEBUG(glEnable(GL_BLEND));
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GLDEBUG(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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KRShader *fontShader = m_pContext->getShaderManager()->getShader("debug_font", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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getContext().getShaderManager()->selectShader(*this, fontShader, m_viewport, Matrix4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, Vector3::Zero(), 0.0f, Vector4::Zero());
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KRPipeline *fontShader = m_pContext->getPipelineManager()->getPipeline("debug_font", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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getContext().getPipelineManager()->selectPipeline(*this, fontShader, m_viewport, Matrix4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, Vector3::Zero(), 0.0f, Vector4::Zero());
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m_pContext->getTextureManager()->selectTexture(0, m_pContext->getTextureManager()->getTexture("font"), 0.0f, KRTexture::TEXTURE_USAGE_UI);
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