Tess
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@@ -1,5 +1,6 @@
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#include "HydraDeferredPipeline.h"
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#include "HydraRenderStage.h"
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#include "HydraLandscapeRenderStage.h"
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#include "../engine/HydraEngine.h"
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#include "../buffer/HydraBufferManager.h"
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#include "../buffer/HydraTextureBufferManager.h"
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@@ -216,13 +217,14 @@ void HydraDeferredPipeline::_CreateColourRenderStage()
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true,
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GL_BACK,
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true,
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GL_FILL,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages.push_back(render_stage);
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}
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void HydraDeferredPipeline::_CreateLandscapeRenderStage()
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{
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HydraRenderStage* render_stage = new HydraRenderStage();
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HydraLandscapeRenderStage* render_stage = new HydraLandscapeRenderStage();
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std::string shader_path = std::string(shader_base);
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HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
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@@ -265,6 +267,7 @@ void HydraDeferredPipeline::_CreateLandscapeRenderStage()
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true,
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GL_BACK,
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true,
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GL_LINE,
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HYDRA_RENDERABLE_TYPE::HYDRA_LANDSCAPE);
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m_render_stages.push_back(render_stage);
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}
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@@ -340,6 +343,7 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
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false,
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GL_BACK,
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true,
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GL_FILL,
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HYDRA_RENDERABLE_TYPE::HYDRA_OUTPUT);
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m_render_stages.push_back(render_stage);
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}
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@@ -385,6 +389,7 @@ void HydraDeferredPipeline::_CreateTextureDebugOutputStage()
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false,
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GL_BACK,
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false,
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GL_FILL,
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HYDRA_RENDERABLE_TYPE::HYDRA_TEXTURE_DEBUG);
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m_render_stages.push_back(render_stage);
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}
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@@ -36,7 +36,7 @@ void HydraForwardPipeline::Initialise()
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std::vector<uint32_t> textures;
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std::vector<uint32_t> rb_attachments;
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render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", "", "", "", shader_binding, 0, textures, true, GL_BACK, true, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", "", "", "", shader_binding, 0, textures, true, GL_BACK, true, GL_FILL, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages.push_back(render_stage);
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m_per_frame_ubo = buffer_manager->CreateGPUBuffer("PerFrameUBO",
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@@ -0,0 +1,70 @@
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#include "HydraLandscapeRenderStage.h"
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#include "../ecs/HydraECS.h"
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#include "../ecs/components/HydraMeshComponent.h"
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#include "../ecs/components/HydraRenderableComponent.h"
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#include "../engine/HydraEngine.h"
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#include "../buffer/HydraVertexBufferManager.h"
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#include "../buffer/HydraBufferManager.h"
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#include <set>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <GLMIncludes.h>
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void HydraLandscapeRenderStage::Render(std::set<HydraID> &entities, uint32_t framebuffer_id)
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{
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HydraECS *ecs = GetEngine()->ECS();
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if (framebuffer_id != INVALID_HYDRA_ID)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
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}
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// glDrawBuffers(m_rb_attachments.size(), &m_rb_attachments[0]);
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HydraVertexBufferManager *vert_buffer_mananger = GetEngine()->VertexBufferManager();
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glUseProgram(m_program);
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_BindBuffers();
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_BindTextures();
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HydraSignature signature = {};
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signature.set(m_renderable_type, true);
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glPolygonMode(GL_FRONT_AND_BACK, m_fill_mode);
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if (m_cull)
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{
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glEnable(GL_CULL_FACE);
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glCullFace(m_cull_face);
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}
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else
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{
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glDisable(GL_CULL_FACE);
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}
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if (m_depth_enable)
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{
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glEnable(GL_DEPTH_TEST);
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}
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else
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{
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glDisable(GL_DEPTH_TEST);
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}
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glPatchParameteri(GL_PATCH_VERTICES, 4);
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for (const auto &entity_id : entities)
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{
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HydraRenderableComponent render_comp = ecs->GetComponent<HydraRenderableComponent>(entity_id);
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if (((render_comp.renderable_types & signature) == signature) && (render_comp.active))
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{
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if (ecs->HasComponent<HydraMeshComponent>(entity_id))
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{
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HydraMeshComponent mesh_comp = ecs->GetComponent<HydraMeshComponent>(entity_id);
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if (mesh_comp.mesh_state == HYDRA_STATE::Ready)
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{
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HydraVertexBuffer &vertex_buffer = vert_buffer_mananger->GetVertexBuffer(mesh_comp.vertex_buffer_id);
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glBindVertexArray(vertex_buffer.vao);
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glDrawElements(GL_PATCHES, vertex_buffer.triangle_count, GL_UNSIGNED_INT, (void *)0);
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}
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}
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}
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}
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glBindVertexArray(0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -0,0 +1,26 @@
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#ifndef HYDRALANDSCAPERENDERSTAGE
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#define HYDRALANDSCAPERENDERSTAGE
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#include "../engine/HydraObject.h"
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#include "../windowmanager/HydraRenderSettings.h"
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#include "HydraShaderBinding.hpp"
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#include "../GlewIncludes.h"
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#include "HydraRenderStage.h"
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#include <vector>
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#include <set>
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class HydraLandscapeRenderStage : public HydraRenderStage
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{
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public:
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void Render(std::set<HydraID>& entities, uint32_t framebuffer_id) override;
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private:
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protected:
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};
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#endif /* HYDRALANDSCAPERENDERSTAGE */
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@@ -23,6 +23,7 @@ void HydraRenderStage::Initialise(std::string vertex_shader_file,
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bool enable_culling,
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uint32_t cull_face,
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bool depth_enable,
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uint32_t fill_mode,
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HYDRA_RENDERABLE_TYPE renderable_type)
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{
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m_framebuffer_id = framebuffer_id;
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@@ -33,6 +34,7 @@ void HydraRenderStage::Initialise(std::string vertex_shader_file,
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m_cull = enable_culling;
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m_program = glCreateProgram();
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m_cull_face = cull_face;
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m_fill_mode = fill_mode;
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if (vertex_shader_file.length() > 0)
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{
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m_vertex_shader = _LoadShader(vertex_shader_file, GL_VERTEX_SHADER);
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@@ -102,7 +104,7 @@ void HydraRenderStage::Render(std::set<HydraID> &entities, uint32_t framebuffer_
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_BindTextures();
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HydraSignature signature = {};
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signature.set(m_renderable_type, true);
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glPolygonMode(GL_FRONT_AND_BACK, m_fill_mode);
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if (m_cull)
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{
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glEnable(GL_CULL_FACE);
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@@ -21,14 +21,17 @@ class HydraRenderStage : public HydraObject
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bool enable_culling,
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uint32_t cull_face,
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bool depth_enable,
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uint32_t fill_mode,
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HYDRA_RENDERABLE_TYPE renderable_type);
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void ShutDown();
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void Render(std::set<HydraID>& entities, uint32_t framebuffer_id);
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virtual void Render(std::set<HydraID>& entities, uint32_t framebuffer_id);
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void Render(std::set<HydraID>& entities);
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private:
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uint32_t _LoadShader(std::string filename, uint32_t shader_type);
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std::string _LoadShaderSource(std::string filename);
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void _BindBuffers();
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protected:
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void _BindBuffers();
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void _BindTextures();
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HydraShaderBinding m_shader_binding;
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uint32_t m_vertex_shader = GL_INVALID_VALUE;
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@@ -40,6 +43,7 @@ class HydraRenderStage : public HydraObject
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uint32_t m_renderable_type;
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uint32_t m_framebuffer_id = 0;
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uint32_t m_cull_face = GL_NONE;
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uint32_t m_fill_mode = GL_FILL;
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bool m_cull = false;
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bool m_depth_enable = true;
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std::vector<uint32_t> m_textures;
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@@ -165,6 +165,7 @@ void HydraShadowPipeline::_CreatePointRenderStage()
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true,
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GL_BACK,
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true,
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GL_FILL,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages[POINT_RENDER_STAGE] = render_stage;
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}
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@@ -218,8 +219,9 @@ void HydraShadowPipeline::_CreateDirectionalRenderStage()
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0,
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textures,
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true,
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GL_NONE,
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GL_BACK,
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true,
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GL_FILL,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages[DIRECTIONAL_RENDER_STAGE] = render_stage;
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}
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@@ -274,6 +276,7 @@ void HydraShadowPipeline::_CreateSpotRenderStage()
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true,
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GL_BACK,
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true,
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GL_FILL,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages[SPOT_RENDER_STAGE] = render_stage;
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}
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